After encountering a world corruption issue after updating a fair bit of my mods, and a lot of hours of restoration work later, I have now officially recovered my lovingly built Mansion.
The interior decor of my Mansion has not changed since my last postings in this thread, but after the restoration work, my Mansion is now located on a river that separates a Desert and Savannah biomes, and I have taken the liberty of taking a few screenshots.
The screenshots were taken using the Lumi Lights shaderpack for the Canvas Renderer mod for Fabric, which runs like a dream on my computer with 60+ FPS most of the time!
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Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
I discovered and fixed a major memory leak in the game, which caused about 35 MB of memory to leak in an hour; I discovered it after I was curious as to what the memory profile looked like after an extended run time and used VisualVM, an analysis tool included with the Java Development Kit, to perform a heap dump and one thing that I noticed what that the "IntHashMap" class had a huge amount of retained memory associated with it, which was nearly all associated with the mob pathfinding code. It turns out that this was because IntHashMap's "clearMap" method did not clear a "keySet" field so every point added to it would never be removed unless a "removeObject" field was called:
The craziest thing is that this field is not needed at all - the game literally just adds and removes "Integer" objects to/from it without ever doing anything else with it!
// These are the only places which reference keySet, thus it does nothing but waste memory and CPU cycles
public void addKey(int par1, Object par2Obj)
{
this.keySet.add(Integer.valueOf(par1));
public Object removeObject(int par1)
{
this.keySet.remove(Integer.valueOf(par1));
// This method clears all entries from the map - but does not clear keySet so all entries not removed with
// removeObject are retained
public void clearMap()
{
for (int var2 = 0; var2 < this.slots.length; ++var2)
{
this.slots[var2] = null;
}
this.count = 0;
}
This is after I removed the "keySet" field; the run time was only about 10 minutes (spent flying around) but it is obvious that there is no longer a leak; the total heap size was about 60 MB, down from about 110 MB (the remaining difference was mainly due to the size of loaded chunks; the first dump was from TMCWv5 and the second from TMCWv4.5, with less extreme terrain, otherwise, the addition of hundreds of new features hasn't had a noticeable impact):
This is one of many fixes that I've backported to TMCWv4.5 while working on TMCWv5, including some of my own bugs, but none as bad as this one (granted, I never had issues with it even after 3-4 hours of playing since the base memory usage is only around 60 MB at 8 chunks and even 16 chunks only uses about 160 MB so a 512 MB heap would take 6-8 hours to run out of GC headroom (400 MB with about 100 MB per GC cycle). I had previously noted that the game tended to use more memory as time went on but never really thought about the cause). This bug also would be much worse in vanilla since zombies attempt to pathfind far more often when they can't reach a target, one of the main causes of MC-17630 (another major cause is that their pathfinding range can extend outside of loaded chunks and force chunks to load; I previously fixed this back in TMCWv1 by using a fix implemented by Forge in 1.6.2 and later limited their pathfinding radius at larger distances from a player).
Also, I wonder what Mojang would think of this; there is a good reason why the system requirements for older versions were so low compared to modern versions, and even lower with my bugfixes and optimizations (the system requirements from the release of 1.6 called for what is now nearly 20 year old hardware - not as the minimum but the recommended):
I've also added more features found in newer versions, including fish mobs based on the 1.6.4 fish item (what is now called "cod" but I just call them "fish" as the item was called back then), which can also be captured with a bucket; new fishing mechanics, including a Luck of the Sea enchantment which is required along with a 5x5 clear space (same as newer versions) in order to catch any treasure (I had AFK fishing farm exploits in mind when I made this decision, although since my version of Mending doesn't automatically repair items you can't AFK for that long either way, and you can't fish enchanted items other than books, which are the only way to put enchantments on a fishing rod), renewable lava via stalactites dripping into cauldrons, and mostly implementing the "Autumnal Forest" biome in this thread (I've implemented many other suggestions as well, for example, somebody suggested adding dry ice to Ice Plains Spikes, which is sort of like 1.17's "powdered snow" in that it applies freeze damage, as well as enables making ice/packed ice generators in a similar manner to cobblestone generators. Unfortunately, the thread is no longer available as it was deleted):
These are the new mobs I added to Autumnal Forest; black bears (one of three variants I've added, along with polar bears and brown bears; black bears are unique in that they are always hostile towards the player, not just if they get too close to babies), autumnal creepers, which are otherwise the same as normal creepers, and vampires, a zombie variant which inflicts Poison in a similar manner to husks (I did not implement the turning into bat part of the suggestion. Of note, I copied the textures from the images in the thread pixel by pixel, using the pattern from the visible sides to fill in the hidden sides):
There are also four new types of trees which can all be grown from saplings; the leaves are colored separately from other leaves so they retain their colors (the green leaves are normal oak leaves, with 20% each of of 5 colors; yellow autumnal trees use birch wood, and while the biome color appears to be hot/dry it is actually cool, which is possible because my custom biome coloring system decouples biome colors from temperature/rainfall):
There is a new structure, "Pumpkin House" which is directly based on the suggestion (they are similar to witch huts except they do not respawn their mobs):
The block on the right above might look familiar - yes, you are right if you guessed it was a composter, except my version gives you dirt instead of bonemeal, making it renewable:
Composters aren't the only block from newer versions that I've added - I also added barrels, enabling more efficient storage (no need to keep the top clear to access them):
I've also added a new variant of planks; "stick planks", which are crafted from sticks and replaces a sticks to oak planks recipe I added in an older version, which as seen here are one of the wood types that mineshafts can have:
I added a fish mob based on the 1.6.4 fish item; as with the fish in 1.13 you can catch them in a bucket, which also works with named fish and can be used to name them, unique among all mobs (otherwise you need a name tag):
Fishing has also been improved, with more consistent wait times (5-30 seconds in open water with sky exposure, instead of a random 1/500 chance per tick, which averages the same time (17.5 seconds) per catch but could be anywhere from 0-indefinite) and more loot, including treasure which requires Luck of the Sea to get (chance is 5% per level); this is mostly the same as in current versions except bows and fishing rods are not enchanted:
Stalactites can now fill cauldrons with water and lava, making the latter renewable, but you need to use netherrack stalactites, or stone stalactites in a Volcanic Wasteland biome and it takes about an hour to fill a cauldron with lava; unlike 1.17 there are 7 levels of lava and they can't be emptied until they are full, which gives a better indication of their progress and makes the filling process less random. Water is not obtainable in the Nether since you have to place a source block above the stalactite and otherwise they do not drip water in the Nether or Volcanic Wasteland (the drip particles are purely visual but it matches the fluid that fills the cauldron and must be placed above):
Also, lava cauldrons behave like lava, emitting a light level of 9-15 corresponding to their filled state, and damaging entities that enter them; likewise, water cauldrons behave like water and will extinguish burning entities and damage mobs affected by water, such as blazes and endermen (water mobs can't breathe/swim in them):
Another feature added from newer versions is sea pickles, which can be placed in water as well as on land in groups of 1-4 and emit light underwater (unlike 1.13 there are no true "waterlogged" blocks as there is no separate data layer, only data values, so this is only supported on a per-block basis. Water plants otherwise do have all the mechanics of water):
(note that all these newer blocks have textures that are similar to but different from Mojang's; I originally just ripped them from newer versions, like the 1.8 stones, but now try to make my own; likewise, all the models and mechanics are my own code; in particular, I haven't been able to directly see any code for 1.13+ at all)
Also, many blocks now drop themselves instead of an intermediate item form, and consequently have 3D models (this is also possible for pure items but it is easier to do with blocks), plus why do beds, cauldrons, etc even need a separate item?):
Note that ID 92 is the block itself; the item ID of cake in vanilla 1.6.4 is 354:
You might notice something in the third slot; those are "berries", based on sweet berries, with similar mechanics and natural generation (mainly in taiga biomes but a few others as well; one difference is that you need to use shears to harvest them, same for my "prickly pear cactus", which is basically a desert version of sweet berries that I came up with before they were added to vanilla. Both of these plants, as well as cactus in general, do not damage their own items):
I've also added many new cave variations, as well as increased the size and frequency of large caves and ravines, which as mentioned in an earlier post can exceed a million blocks in volume, even larger for giant cave regions (averaging about 1.7 million blocks, up from 1.3 million in TMCWv4-4.5):
This is a cave I recently found that shows just how extreme the underground generation can get (there is so much lava because it is in a Volcanic Wasteland biome, which also has no water except for rivers and swaps stone and andesite so the latter is the dominant type):
There are countless more features that I've added over the past 3 years, about half of which (at the time) had been released as TMCWv4.5 (this can be compared to 1.17 and 1.18, where TMCWv4.5 added new features but not the major world-breaking ones like 1.18/TMCWv5 will add) with the changelog again doubling in size since then; currently I've added the following since the first version of TMCW, released over 7 years ago with some features dating back 8 years (the first changes I ever made involved changing some textures, like the glass texture, which are part of the assets which I even retroactively updated for every version of TMCW a couple years ago. The earliest actual modifications I made were around half a year before the first release of what I later called TMCW, and were to caves and ravines, some of the original code/ideas for which actually still exists in some form):
This alone adds up to about 500 features (some of these include things that are in vanilla but are not obtainable or usable, such as Giants, which can only be spawned with a mod or save editor, or bark logs, which can be obtained as items but turn into normal logs when placed, thus also need a mod or editor), and that's not even counting all the structures, ranging from trees to buildings, or all the new/changed game mechanics.
Interestingly, the number of "real" blocks that I've added is far less, about 30 with about 60 IDs remaining out of a total of 256, since I've extensively used metadata, including that of existing vanilla blocks, which allows for up to 4096 unique block variants (4080 excluding air, which can't exist as a physical block/item but it could still have metadata associated with it in the world, e.g. "cave air" could be 0:1 and "void air" 0:2), and far more if "render only" states or tile entities are included (for example, there are a total of 104 variants of stalagmites and stalactites but only 14 physical variants since stone and hardened clay variants take on the type/color of the stone/hardened clay blocks they are placed on and their direction is likewise determined by how they are placed).
In fact, I've even merged many vanilla blocks into a single block ID, such as wooden stairs, which are now two blocks, one for oak and spruce and another for birch and jungle, which are assigned "block states" for ease of handling (instead of having to specify the ID and data value I can just use a single value, which is a number representing the block ID plus data value times 256 with a meaningful variable name assigned to it); blocks like furnaces, redstone lamps, and redstone torches are also now a single block (in vanilla blocks can only have a single light level associated with a block ID but I made it so the data value can affect the light level, thus a single ID can have up to 16 light levels. This also makes it easier to handle blocks like furnaces - vanilla has to use special code to save the tile entity when changing the block to/from its burning state as otherwise it will be lost but changing the data value has no such issue):
Note that both of these are the same block ID (data values are not shown for blocks without variants specified; burning furnaces use DVs 8-15):
These are the entries for oak/spruce stairs in my "BlockStates" class, which can be directly used by a "setBlockState" method and will be inlined to their numerical values when compiled, eliminating the need for the code to reference block objects in most cases:
public static final int stairsWoodOS = 53;
public static final int stairsWoodOS_oak_west_lower = 53;
public static final int stairsWoodOS_oak_east_lower = 309;
public static final int stairsWoodOS_oak_north_lower = 565;
public static final int stairsWoodOS_oak_south_lower = 821;
public static final int stairsWoodOS_oak_west_upper = 1077;
public static final int stairsWoodOS_oak_east_upper = 1333;
public static final int stairsWoodOS_oak_north_upper = 1589;
public static final int stairsWoodOS_oak_south_upper = 1845;
public static final int stairsWoodOS_spruce_west_lower = 2101;
public static final int stairsWoodOS_spruce_east_lower = 2357;
public static final int stairsWoodOS_spruce_north_lower = 2613;
public static final int stairsWoodOS_spruce_south_lower = 2869;
public static final int stairsWoodOS_spruce_west_upper = 3125;
public static final int stairsWoodOS_spruce_east_upper = 3381;
public static final int stairsWoodOS_spruce_north_upper = 3637;
public static final int stairsWoodOS_spruce_south_upper = 3893;
Of course, this means that TMCWv5 will be totally incompatible with older versions and even vanilla; because of this, it will only be able to see and load worlds it created (I do this by only displaying worlds in the saves menu if they have a NBT tag for the diamond ender chest inventory under the "Player" tag, which will always be present even if it is empty. Worlds not listed still prevent you from making a new world with the same name. The statistics files, and since TMCWv4.5 options.txt, are also now saved under a different name but it is still highly recommended to use separate directories since vanilla can still see and attempt to load modded worlds).
Started a few hardcore world latetly, also been messing around in survival in the latest snapshots. (Currently have a little hut in the middle of a very ddep cave with mineshafts all around. However all this got me thinking so I made a new world in the snapshot as a tester...
I went to my main Minecraft folder and to my main 11 year old survival world and coppied the biggest regions, fishing out all the small ones so far, and also copying thee entities folder over to the new world. (For my cats, dogs, horses, donkeys etc.) Not too many problems or chunk borders so far. There is one chunk border near by, so to give you an idea:
This is the copy of the world, outside in the main homestead, you can see near the top the two barns in the distance...
Just past the barns to the old desert where I'd gather sand in large amounts, back in the early days...
Then it stops:
This could be rectified however (As I have done in creative here) by removing the stone, so although it will still be a bit of a border it will at least look more jagged:
So far I haven't had any complications or reasons not to do this. Before it's mentioned, I will not use worldedit. i don't get on well with it. For the first time in 11 years, I could have structures naturally spawn such as mansions, ocean monuments and most critically strongholds, all of which I've found. The only questions are do I do it, do I keep the old nether or the new one (Better chanced of finding a nether fortress).
Keep in mind I've travelled almost 30 - 50k in almost every direction possible for years for new content/chunks etc.
The one thing I can argue for reasons against it though, is essentially it won't technically be the same world any more but a "Clone world" of the original... That I also would have to seriously weigh up.
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Started a few hardcore world latetly, also been messing around in survival in the latest snapshots. (Currently have a little hut in the middle of a very ddep cave with mineshafts all around. However all this got me thinking so I made a new world in the snapshot as a tester...
I went to my main Minecraft folder and to my main 11 year old survival world and coppied the biggest regions, fishing out all the small ones so far, and also copying thee entities folder over to the new world. (For my cats, dogs, horses, donkeys etc.) Not too many problems or chunk borders so far. There is one chunk border near by, so to give you an idea:
So far I haven't had any complications or reasons not to do this. Before it's mentioned, I will not use worldedit. i don't get on well with it. For the first time in 11 years, I could have structures naturally spawn such as mansions, ocean monuments and most critically strongholds, all of which I've found. The only questions are do I do it, do I keep the old nether or the new one (Better chanced of finding a nether fortress).
Keep in mind I've travelled almost 30 - 50k in almost every direction possible for years for new content/chunks etc.
The one thing I can argue for reasons against it though, is essentially it won't technically be the same world any more but a "Clone world" of the original... That I also would have to seriously weigh up.
Definitely an interesting conundrum, however I am confused - have you been unable to generate mansions, monuments, and strongholds in the existing world? Or are you saying that within the 30-50k explored areas, you have already found them all? I guess at least we now know that 1.18 will alleviate some of this by generating new caves underneath y:0 for all existing biomes - personally, I'll be interested to see how this works out especially considering things like mob caps, building close to bedrock, etc. But good to know that some new content will be available right at home.
I didn't realize you had explored that much, so the conundrum makes sense and I guess it just comes down to what keeps you interested in the game. It's true that it might not be the original world anymore, but... the Ship of Theseus thought experiment comes to mind. What defines the same world? One could argue that any Minecraft update removes the authenticity of the world since the original chunks are all updated.
You could always venture out into a new area, 50k or hell even 100k from your main base, then start over, treating that as a new world, a new base, etc. This way, maybe you always have the option of somehow tying the two "worlds" together in the future, and it can give you the opportunity to start anew (utilizing some of the sleek new terrain in 1.18) while still preserving the history of the world. This is actually something I am considering myself - I really want to fully immerse in the new "updated Minecraft" world, but my plan for this is to eventually start a new base very far away, not actually relying on Starlight, but rather literally building a new world from the ground up somewhere new.
But maybe you're talking about integrating the existing builds into a world with the new terrain. In that case - it's whatever keeps you interested! For me, I couldn't do it, but that's just because I'm already planning to do the aforementioned exodus at some point.
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Definitely an interesting conundrum, however I am confused - have you been unable to generate mansions, monuments, and strongholds in the existing world? Or are you saying that within the 30-50k explored areas, you have already found them all? I guess at least we now know that 1.18 will alleviate some of this by generating new caves underneath y:0 for all existing biomes - personally, I'll be interested to see how this works out especially considering things like mob caps, building close to bedrock, etc. But good to know that some new content will be available right at home.
I've not found any beyond that 30 - 50k, I honestly believe beceause my world was created before they were introduced, my world being that old, that it is unable to generate new structures. I've never taken on an Underwater mansion since they were introduced as i'm not as well kitted out in any of my other worlds. Saying that I did find an ocean monument in my first ever world, however; that's because I've explored significactly less in that world and I've not played it anywhere near as my constant as my main world. It's always been an on/off world, leave it, come back to it, repeat...
I didn't realize you had explored that much, so the conundrum makes sense and I guess it just comes down to what keeps you interested in the game. It's true that it might not be the original world anymore, but... the Ship of Theseus thought experiment comes to mind. What defines the same world? One could argue that any Minecraft update removes the authenticity of the world since the original chunks are all updated.
That's true, although I am a builder I do like to go off any explore,d go on adventures and see where it takes me. I think because it's in my heart I know it's not the original .dat file - I dunno, maybe I'm just a purist in that sense?
You could always venture out into a new area, 50k or hell even 100k from your main base, then start over, treating that as a new world, a new base, etc. This way, maybe you always have the option of somehow tying the two "worlds" together in the future, and it can give you the opportunity to start anew (utilizing some of the sleek new terrain in 1.18) while still preserving the history of the world. This is actually something I am considering myself - I really want to fully immerse in the new "updated Minecraft" world, but my plan for this is to eventually start a new base very far away, not actually relying on Starlight, but rather literally building a new world from the ground up somewhere new.
I guess so, there is sort of an appeal of starting somehere new with the goal to find obsidian and eventual make a portal there and linking the two areas. I am however happy where I am, because I've thought of doing this before but - I'm not a nomad. The nomad livestyle doesn't really appeal to me otherwise I would have done it years aago. I think the greater advocate for it now, IS the new cliffs and caves updates and the terrain; giving me more reason to.
But maybe you're talking about integrating the existing builds into a world with the new terrain. In that case - it's whatever keeps you interested! For me, I couldn't do it, but that's just because I'm already planning to do the aforementioned exodus at some point.
I do think overall this is more what I'm considering. I've travelled so far already with numerous "Chunk walls" I can live with that one nearby on the far side of the desert (I've seen uglier!). Especially with this "blending between worlds they're bringing in. I've always been motivated by the terrain to build, that's what's inspired any beta worlds/later newer worlds. Unfortunatley past Beta 1.8 the terrain hasn't been that interesting any more until what they're doing with it now. 1.13 (Update Aquatic), 1.16 (Nether update) and 1.18 (Caves and Cliffs update; I personally feel they're redeeeming themselves with the terrain at last for all the wild explorers out there.
I've still got en-masse things to finish - the whole back of the castle to texturize, insides of the hotel at the chunk plaza development. I'm still debating a giant spyglass coming out of the obeservatory that I've done in a creative copy of the world, as it involves so many gold blocks.. I guess I've got to ask myself is this enough to keep me into the world after 11 years though. I only build practically and have done for a long time. I stopped building things "For the sake of it" as they just stand there empty and I never visit them. I like things to have a purpose and reason for being there. Try and world build at the same time., especially as the world does have so much history already.
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I've not found any beyond that 30 - 50k, I honestly believe beceause my world was created before they were introduced, my world being that old, that it is unable to generate new structures.
If no structures are generating then it can only mean that the "MapFeatures" option in level.dat was set to false when you updated it to a newer version, which I've seen happen before; otherwise, the game doesn't care about what version a world was originally created in - it will happily apply any changes to world generation to newly generated chunks, with ocean monuments even having the unique ability to generate in existing chunks if their inhabited time is less than 3 minutes (they can even generate in non-ocean biomes in 1.6 and older worlds, all that matters is whether the area is deep ocean in 1.7+).
There is also one other special case, though it pertains to biome generation, not structures or other features - worlds updated from 1.1 to 1.2 will have the "generatorName" set to "default_1_1", which replicates 1.1 biome generation in versions up to 1.6.4, while since 1.7 "hot" climate zones use the 1.1 biome list, and consequently have very little desert and no savannas (IDK why Mojang even did this as it makes no sense at all, then again, many of their decisions baffle me, like making the originally snowy taigas snowless instead of adding a new snowless taiga biome).
Maybe this is obvious and you have already tried this, but have you used a creative copy to try locating structures using the /locate command? At least this way, you could determine whether you just have bad luck, or if there really are no structures in the world.
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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.
If no structures are generating then it can only mean that the "MapFeatures" option in level.dat was set to false when you updated it to a newer version, which I've seen happen before; otherwise, the game doesn't care about what version a world was originally created in - it will happily apply any changes to world generation to newly generated chunks, with ocean monuments even having the unique ability to generate in existing chunks if their inhabited time is less than 3 minutes (they can even generate in non-ocean biomes in 1.6 and older worlds, all that matters is whether the area is deep ocean in 1.7+).
Thank-you, didn't know that. That would explain a lot.
Maybe this is obvious and you have already tried this, but have you used a creative copy to try locating structures using the /locate command? At least this way, you could determine whether you just have bad luck, or if there really are no structures in the world.
Yeah, been there tried that I'm afraid. Thinking (Due to swamps getting upgraded now) maybe wait until 1.19, maybe provrastinate a little longer. In some ways I'm like you I don't immediatly update. I updated to 1.13 due to the update aquatic and eventually went into 1.14, but stayed in 1.14.2 for a very long time as I wasn't originally fussed about just bees. (Ironic as I now have a giant bee dome and a mini bee-dome). Eventually I went to 1.16 because of the pull of the Nether update, but I could see may maybe staying in 1.17 for a little while longer.
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+.
Thank-you, didn't know that. That would explain a lot.
Yeah, been there tried that I'm afraid. Thinking (Due to swamps getting upgraded now) maybe wait until 1.19, maybe provrastinate a little longer. In some ways I'm like you I don't immediatly update. I updated to 1.13 due to the update aquatic and eventually went into 1.14, but stayed in 1.14.2 for a very long time as I wasn't originally fussed about just bees. (Ironic as I now have a giant bee dome and a mini bee-dome). Eventually I went to 1.16 because of the pull of the Nether update, but I could see may maybe staying in 1.17 for a little while longer.
Swamp upgrades would be nice. I feel like forests could be upgraded too,
and jungles could have a mountain plateau variant with gigantic waterfalls flowing off of them or into lagoons at the bottom
Yeah, for an update denoted the "Wild Update," I have to imagine that jungles will be getting some updates like waterfalls, fjords, and perhaps palm trees (coconuts?). I personally loved jungles when they were first released, but over time they became somewhat mundane due to the lack of significant variation among them (like most other biomes) - even the jungle temples don't offer that much. Maybe they could include some unique "Heart of the Rainforest" as the land equivalent to the heart of the sea. I don't know what it would do, though.
Now I'm just spitballing ideas... which is what I've done recently.
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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, for an update denoted the "Wild Update," I have to imagine that jungles will be getting some updates like waterfalls, fjords, and perhaps palm trees (coconuts?). I personally loved jungles when they were first released, but over time they became somewhat mundane due to the lack of significant variation among them (like most other biomes) - even the jungle temples don't offer that much. Maybe they could include some unique "Heart of the Rainforest" as the land equivalent to the heart of the sea. I don't know what it would do, though.
Now I'm just spitballing ideas... which is what I've done recently.
Not just palms, we could have willow tree and cherry blossoms.
They would show enough obvious differences compared to other trees that biomes could be massively updated because of them.
Cherry blossoms would have pink flowers on their branches, and they would add so much more detail to Minecraft forests.
Willow trees would have leaves that come down in a dome shape where the leaves surround the bottom of the tree itself.
An update could change how existing trees generate too, making them both wider and taller,
with branches that are actually visible, each in a cube like shape which fits the Minecraft aesthetic.
It may not sound like much, however - I have not done any caving at all for at least a year, probably longer. But the hunger for exploration has finally attacked, so here we are - and we have a nice discovery in the wake (yes, that's a third spawner in the back):
Shulker boxes full of iron, coal, redstone, and other materials collected on this conquest - oh, I have definitely missed the thrill of underground exploration, even if it's all too familiar.
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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.
In my main 11 year old world, a wandering trader had something I actually wanted for once, two dripleaf for one emerald. I spent a spare 5 emeralds I had from the blocks of them I had and brought 10. I now have a small little parkour to the island blob:
So now I have a way of manufacturing them. Funny as I was considering a copper block bridge across here purely for the reason to validate keeping all the copper I found and put it to an actual use than just the lightning rods I have on the castle roofs.
And yes in the background if you look carefully, I have begun dirt-shaping the giant spyglass coming out of the observatory as I needed a break from doing the glass canopy over the monorail. That and I need to go and collect even more sand again.
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+.
We now have full development of the SSP world's spawn chunks, which I have not yet written a full session to describe...
But here is the new Quintropolis Welcome Center, which will be where you spawn in the world upon the imminent world download on my 300th chapter. Includes full armor/weapons/tools/food preparation halls, safe spawning grounds (if you die and misplace your spawn point, you will spawn inside the hub), the world spawn point item collection area, a world map, information about Quintropolis Island, and a direct railway line to Starlight HQ on the other side of the island.
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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.
A new milestone has been reached in Quintropolis - my SSP world which is now 8.5 years old...
I have reached Day 6000!!
Certainly, for a world this old, this milestone could have been reached far sooner. But I do not play nearly as often as I used to, sometimes taking months off at a time. Alas, Quintropolis is far more advanced than you may think for only 6,000 days - but, then there are also areas in which it is a bit behind, such as world expansion. Having spent most of the first 5,000 days developing a single mega-base (Starlight HQ), I've spent much of the previous 1,000 days expanding the world significantly. From fully developing the world spawn point on Quintropolis Island, to transforming an entire badlands biome more than 10,000 blocks southeast into a massive parkour course - the world is much bigger now than it ever was.
That's why we are celebrating the milestone at one of the most up-and-coming parts of the world, the Inner Circle, which is being developed as the world's first major city expansion (housing, shops, parkour courses, road networks, and... trash cans). It is nestled in the center of Quintropolis Island (Starlight HQ sits on the east coast of the island, with the spawn chunks on the west side), which itself is just one "borough" of Starlight City - the city borders extending thousands of blocks west. I will be focusing my attention on this development very soon, but for now... celebrate the milestone, and in turn the impending civilization of the entire island, with two of the council residents: Drexel and Staz.
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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.
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+.
Congrats on 8.5 years! That's almost nine years which a step even closer to ten years!
Thank you leangreen! In fact I missed the eight-year anniversary entirely (actually, I've missed most of them now...), but hey - at least I got this one. Here's to another 6,000 days.
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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.
My first world also recently hit 8.5 years old, with over 12,700 in-game days and 175 real-time days of playtime at an average of 3.5 hours per session/day:
I've also recently reached several staggering milestones as a true testament to how much caving I do - a total of 3 million ores and 2 million coal mined (which happened to be reached within an hour of each other), and a score of 5 million (shown above), which represents the XP I've accumulated since around 2015 (not exactly sure when but the "score" that I show in the inventory GUI will never be reset on death, unlike the one shown in the death screen), virtually all from mining ores and killing mobs while caving (I use no XP/mob farms other than the 200 or so chickens I kill every time I repair my sword to reduce the sacrifice repair cost below 40 levels). I've also mined more than 4 million blocks while caving (I use iron pickaxes taken from mineshafts to dig out tunnels for railways between bases, as well as underground rooms in the bases themselves):
Also of note, I broke the game's "distance walked" stat by causing it to overflow, due to storing distance in centimeters using a 32 bit integer, giving a limit of 2,147,483,647 cm or 21,474.83 km, after which it becomes negative; it is displayed properly in the first screenshot above since I previously patched it to convert the stored value into an unsigned value for display (this still means it will reset to 0 after 42,949.67 km unless I modify the stats themselves to use a 64 bit value, which will require more involved changes to the code but it won't happen until about twice the current playtime; this would also break compatibility with vanilla, which would encounter an error when trying to read a 64 bit value as 32 bit and discard it, or even completely reset the file, but that is of no concern at all at this point since I'll never upgrade past 1.6.4, and 1.7+ doesn't try to transfer stats from older versions anyway):
Also, I've been keeping track of my "caving stats" every day for the past few months, which shows how consistent my playstyle is; the only significant interruption over a 3 month period was when I built a new base, as seen closer to the end of the period:
For comparison, I did the same thing for a modded world; the only significant difference is the amount of mineshaft-related resources due to mineshafts being less common; I averaged slightly less ores per session in World1 but my overall resource collection rate is higher (IMO, this also negates arguments of "reduced ore exposure in 1.18 to offset bigger caves"; the slight increase in ores collected in TMCW, with significantly more caves than vanilla 1.6.4, much less 1.7+, and individual caves likely much larger than in 1.18, can be explained by the reduction in mineshaft-related resources, thus less time spent on mining them). There is also more session-session variability in TMCW due to more underground variation:
Also, here is a series of renderings of how the world has grown since 2013, and a comparison of all of my worlds; for scale the world is about 8100 blocks across (from northwest to southeast, which is oriented left-right in these renderings) and in the last frame you can see the railway leading to my current base, near the lower-right, which is about 1000 blocks long:
Not been up to much in recent months, but did come up with something for the upright wreck near my warm water Southern outpost a while back ...
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
After encountering a world corruption issue after updating a fair bit of my mods, and a lot of hours of restoration work later, I have now officially recovered my lovingly built Mansion.
The interior decor of my Mansion has not changed since my last postings in this thread, but after the restoration work, my Mansion is now located on a river that separates a Desert and Savannah biomes, and I have taken the liberty of taking a few screenshots.
The screenshots were taken using the Lumi Lights shaderpack for the Canvas Renderer mod for Fabric, which runs like a dream on my computer with 60+ FPS most of the time!
Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
I discovered and fixed a major memory leak in the game, which caused about 35 MB of memory to leak in an hour; I discovered it after I was curious as to what the memory profile looked like after an extended run time and used VisualVM, an analysis tool included with the Java Development Kit, to perform a heap dump and one thing that I noticed what that the "IntHashMap" class had a huge amount of retained memory associated with it, which was nearly all associated with the mob pathfinding code. It turns out that this was because IntHashMap's "clearMap" method did not clear a "keySet" field so every point added to it would never be removed unless a "removeObject" field was called:
The craziest thing is that this field is not needed at all - the game literally just adds and removes "Integer" objects to/from it without ever doing anything else with it!
This is after I removed the "keySet" field; the run time was only about 10 minutes (spent flying around) but it is obvious that there is no longer a leak; the total heap size was about 60 MB, down from about 110 MB (the remaining difference was mainly due to the size of loaded chunks; the first dump was from TMCWv5 and the second from TMCWv4.5, with less extreme terrain, otherwise, the addition of hundreds of new features hasn't had a noticeable impact):
This is one of many fixes that I've backported to TMCWv4.5 while working on TMCWv5, including some of my own bugs, but none as bad as this one (granted, I never had issues with it even after 3-4 hours of playing since the base memory usage is only around 60 MB at 8 chunks and even 16 chunks only uses about 160 MB so a 512 MB heap would take 6-8 hours to run out of GC headroom (400 MB with about 100 MB per GC cycle). I had previously noted that the game tended to use more memory as time went on but never really thought about the cause). This bug also would be much worse in vanilla since zombies attempt to pathfind far more often when they can't reach a target, one of the main causes of MC-17630 (another major cause is that their pathfinding range can extend outside of loaded chunks and force chunks to load; I previously fixed this back in TMCWv1 by using a fix implemented by Forge in 1.6.2 and later limited their pathfinding radius at larger distances from a player).
Also, I wonder what Mojang would think of this; there is a good reason why the system requirements for older versions were so low compared to modern versions, and even lower with my bugfixes and optimizations (the system requirements from the release of 1.6 called for what is now nearly 20 year old hardware - not as the minimum but the recommended):
(see : What happens when the game allocates 200 MB memory every second and discards them immediately? For comparison, the graph above shows an allocation rate of only about 1 MB/s; 16 chunks is still only about 3 MB/s with a live heap size of about 160 MB and 3% CPU usage with Vsync enabled. While not supported 32 chunks would still be only 10-15 MB/s, maybe less since a lot of that is due to things like mob pathfinding which only run when the player is close by)
I've also added more features found in newer versions, including fish mobs based on the 1.6.4 fish item (what is now called "cod" but I just call them "fish" as the item was called back then), which can also be captured with a bucket; new fishing mechanics, including a Luck of the Sea enchantment which is required along with a 5x5 clear space (same as newer versions) in order to catch any treasure (I had AFK fishing farm exploits in mind when I made this decision, although since my version of Mending doesn't automatically repair items you can't AFK for that long either way, and you can't fish enchanted items other than books, which are the only way to put enchantments on a fishing rod), renewable lava via stalactites dripping into cauldrons, and mostly implementing the "Autumnal Forest" biome in this thread (I've implemented many other suggestions as well, for example, somebody suggested adding dry ice to Ice Plains Spikes, which is sort of like 1.17's "powdered snow" in that it applies freeze damage, as well as enables making ice/packed ice generators in a similar manner to cobblestone generators. Unfortunately, the thread is no longer available as it was deleted):
These are the new mobs I added to Autumnal Forest; black bears (one of three variants I've added, along with polar bears and brown bears; black bears are unique in that they are always hostile towards the player, not just if they get too close to babies), autumnal creepers, which are otherwise the same as normal creepers, and vampires, a zombie variant which inflicts Poison in a similar manner to husks (I did not implement the turning into bat part of the suggestion. Of note, I copied the textures from the images in the thread pixel by pixel, using the pattern from the visible sides to fill in the hidden sides):
There are also four new types of trees which can all be grown from saplings; the leaves are colored separately from other leaves so they retain their colors (the green leaves are normal oak leaves, with 20% each of of 5 colors; yellow autumnal trees use birch wood, and while the biome color appears to be hot/dry it is actually cool, which is possible because my custom biome coloring system decouples biome colors from temperature/rainfall):
There is a new structure, "Pumpkin House" which is directly based on the suggestion (they are similar to witch huts except they do not respawn their mobs):
The block on the right above might look familiar - yes, you are right if you guessed it was a composter, except my version gives you dirt instead of bonemeal, making it renewable:
Composters aren't the only block from newer versions that I've added - I also added barrels, enabling more efficient storage (no need to keep the top clear to access them):
I've also added a new variant of planks; "stick planks", which are crafted from sticks and replaces a sticks to oak planks recipe I added in an older version, which as seen here are one of the wood types that mineshafts can have:
I added a fish mob based on the 1.6.4 fish item; as with the fish in 1.13 you can catch them in a bucket, which also works with named fish and can be used to name them, unique among all mobs (otherwise you need a name tag):
Fishing has also been improved, with more consistent wait times (5-30 seconds in open water with sky exposure, instead of a random 1/500 chance per tick, which averages the same time (17.5 seconds) per catch but could be anywhere from 0-indefinite) and more loot, including treasure which requires Luck of the Sea to get (chance is 5% per level); this is mostly the same as in current versions except bows and fishing rods are not enchanted:
Stalactites can now fill cauldrons with water and lava, making the latter renewable, but you need to use netherrack stalactites, or stone stalactites in a Volcanic Wasteland biome and it takes about an hour to fill a cauldron with lava; unlike 1.17 there are 7 levels of lava and they can't be emptied until they are full, which gives a better indication of their progress and makes the filling process less random. Water is not obtainable in the Nether since you have to place a source block above the stalactite and otherwise they do not drip water in the Nether or Volcanic Wasteland (the drip particles are purely visual but it matches the fluid that fills the cauldron and must be placed above):
Also, lava cauldrons behave like lava, emitting a light level of 9-15 corresponding to their filled state, and damaging entities that enter them; likewise, water cauldrons behave like water and will extinguish burning entities and damage mobs affected by water, such as blazes and endermen (water mobs can't breathe/swim in them):
Another feature added from newer versions is sea pickles, which can be placed in water as well as on land in groups of 1-4 and emit light underwater (unlike 1.13 there are no true "waterlogged" blocks as there is no separate data layer, only data values, so this is only supported on a per-block basis. Water plants otherwise do have all the mechanics of water):
(note that all these newer blocks have textures that are similar to but different from Mojang's; I originally just ripped them from newer versions, like the 1.8 stones, but now try to make my own; likewise, all the models and mechanics are my own code; in particular, I haven't been able to directly see any code for 1.13+ at all)
Also, many blocks now drop themselves instead of an intermediate item form, and consequently have 3D models (this is also possible for pure items but it is easier to do with blocks), plus why do beds, cauldrons, etc even need a separate item?):
Note that ID 92 is the block itself; the item ID of cake in vanilla 1.6.4 is 354:
You might notice something in the third slot; those are "berries", based on sweet berries, with similar mechanics and natural generation (mainly in taiga biomes but a few others as well; one difference is that you need to use shears to harvest them, same for my "prickly pear cactus", which is basically a desert version of sweet berries that I came up with before they were added to vanilla. Both of these plants, as well as cactus in general, do not damage their own items):
I've also added many new cave variations, as well as increased the size and frequency of large caves and ravines, which as mentioned in an earlier post can exceed a million blocks in volume, even larger for giant cave regions (averaging about 1.7 million blocks, up from 1.3 million in TMCWv4-4.5):
This is a cave I recently found that shows just how extreme the underground generation can get (there is so much lava because it is in a Volcanic Wasteland biome, which also has no water except for rivers and swaps stone and andesite so the latter is the dominant type):
There are countless more features that I've added over the past 3 years, about half of which (at the time) had been released as TMCWv4.5 (this can be compared to 1.17 and 1.18, where TMCWv4.5 added new features but not the major world-breaking ones like 1.18/TMCWv5 will add) with the changelog again doubling in size since then; currently I've added the following since the first version of TMCW, released over 7 years ago with some features dating back 8 years (the first changes I ever made involved changing some textures, like the glass texture, which are part of the assets which I even retroactively updated for every version of TMCW a couple years ago. The earliest actual modifications I made were around half a year before the first release of what I later called TMCW, and were to caves and ravines, some of the original code/ideas for which actually still exists in some form):
310 blocks/physical block variants
103 biomes
46 entities/entity variants
32 non-block items
5 enchantments
This alone adds up to about 500 features (some of these include things that are in vanilla but are not obtainable or usable, such as Giants, which can only be spawned with a mod or save editor, or bark logs, which can be obtained as items but turn into normal logs when placed, thus also need a mod or editor), and that's not even counting all the structures, ranging from trees to buildings, or all the new/changed game mechanics.
Interestingly, the number of "real" blocks that I've added is far less, about 30 with about 60 IDs remaining out of a total of 256, since I've extensively used metadata, including that of existing vanilla blocks, which allows for up to 4096 unique block variants (4080 excluding air, which can't exist as a physical block/item but it could still have metadata associated with it in the world, e.g. "cave air" could be 0:1 and "void air" 0:2), and far more if "render only" states or tile entities are included (for example, there are a total of 104 variants of stalagmites and stalactites but only 14 physical variants since stone and hardened clay variants take on the type/color of the stone/hardened clay blocks they are placed on and their direction is likewise determined by how they are placed).
In fact, I've even merged many vanilla blocks into a single block ID, such as wooden stairs, which are now two blocks, one for oak and spruce and another for birch and jungle, which are assigned "block states" for ease of handling (instead of having to specify the ID and data value I can just use a single value, which is a number representing the block ID plus data value times 256 with a meaningful variable name assigned to it); blocks like furnaces, redstone lamps, and redstone torches are also now a single block (in vanilla blocks can only have a single light level associated with a block ID but I made it so the data value can affect the light level, thus a single ID can have up to 16 light levels. This also makes it easier to handle blocks like furnaces - vanilla has to use special code to save the tile entity when changing the block to/from its burning state as otherwise it will be lost but changing the data value has no such issue):
Note that both of these are the same block ID (data values are not shown for blocks without variants specified; burning furnaces use DVs 8-15):
These are the entries for oak/spruce stairs in my "BlockStates" class, which can be directly used by a "setBlockState" method and will be inlined to their numerical values when compiled, eliminating the need for the code to reference block objects in most cases:
Of course, this means that TMCWv5 will be totally incompatible with older versions and even vanilla; because of this, it will only be able to see and load worlds it created (I do this by only displaying worlds in the saves menu if they have a NBT tag for the diamond ender chest inventory under the "Player" tag, which will always be present even if it is empty. Worlds not listed still prevent you from making a new world with the same name. The statistics files, and since TMCWv4.5 options.txt, are also now saved under a different name but it is still highly recommended to use separate directories since vanilla can still see and attempt to load modded worlds).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Looks cool !
Started a few hardcore world latetly, also been messing around in survival in the latest snapshots. (Currently have a little hut in the middle of a very ddep cave with mineshafts all around. However all this got me thinking so I made a new world in the snapshot as a tester...
I went to my main Minecraft folder and to my main 11 year old survival world and coppied the biggest regions, fishing out all the small ones so far, and also copying thee entities folder over to the new world. (For my cats, dogs, horses, donkeys etc.) Not too many problems or chunk borders so far. There is one chunk border near by, so to give you an idea:
Just past the barns to the old desert where I'd gather sand in large amounts, back in the early days...
Then it stops:
This could be rectified however (As I have done in creative here) by removing the stone, so although it will still be a bit of a border it will at least look more jagged:
So far I haven't had any complications or reasons not to do this. Before it's mentioned, I will not use worldedit. i don't get on well with it. For the first time in 11 years, I could have structures naturally spawn such as mansions, ocean monuments and most critically strongholds, all of which I've found. The only questions are do I do it, do I keep the old nether or the new one (Better chanced of finding a nether fortress).
Keep in mind I've travelled almost 30 - 50k in almost every direction possible for years for new content/chunks etc.
The one thing I can argue for reasons against it though, is essentially it won't technically be the same world any more but a "Clone world" of the original... That I also would have to seriously weigh up.
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16yrs+ only
Definitely an interesting conundrum, however I am confused - have you been unable to generate mansions, monuments, and strongholds in the existing world? Or are you saying that within the 30-50k explored areas, you have already found them all? I guess at least we now know that 1.18 will alleviate some of this by generating new caves underneath y:0 for all existing biomes - personally, I'll be interested to see how this works out especially considering things like mob caps, building close to bedrock, etc. But good to know that some new content will be available right at home.
I didn't realize you had explored that much, so the conundrum makes sense and I guess it just comes down to what keeps you interested in the game. It's true that it might not be the original world anymore, but... the Ship of Theseus thought experiment comes to mind. What defines the same world? One could argue that any Minecraft update removes the authenticity of the world since the original chunks are all updated.
You could always venture out into a new area, 50k or hell even 100k from your main base, then start over, treating that as a new world, a new base, etc. This way, maybe you always have the option of somehow tying the two "worlds" together in the future, and it can give you the opportunity to start anew (utilizing some of the sleek new terrain in 1.18) while still preserving the history of the world. This is actually something I am considering myself - I really want to fully immerse in the new "updated Minecraft" world, but my plan for this is to eventually start a new base very far away, not actually relying on Starlight, but rather literally building a new world from the ground up somewhere new.
But maybe you're talking about integrating the existing builds into a world with the new terrain. In that case - it's whatever keeps you interested! For me, I couldn't do it, but that's just because I'm already planning to do the aforementioned exodus at some point.
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've not found any beyond that 30 - 50k, I honestly believe beceause my world was created before they were introduced, my world being that old, that it is unable to generate new structures. I've never taken on an Underwater mansion since they were introduced as i'm not as well kitted out in any of my other worlds. Saying that I did find an ocean monument in my first ever world, however; that's because I've explored significactly less in that world and I've not played it anywhere near as my constant as my main world. It's always been an on/off world, leave it, come back to it, repeat...
That's true, although I am a builder I do like to go off any explore,d go on adventures and see where it takes me. I think because it's in my heart I know it's not the original .dat file - I dunno, maybe I'm just a purist in that sense?
I guess so, there is sort of an appeal of starting somehere new with the goal to find obsidian and eventual make a portal there and linking the two areas. I am however happy where I am, because I've thought of doing this before but - I'm not a nomad. The nomad livestyle doesn't really appeal to me otherwise I would have done it years aago. I think the greater advocate for it now, IS the new cliffs and caves updates and the terrain; giving me more reason to.
I do think overall this is more what I'm considering. I've travelled so far already with numerous "Chunk walls" I can live with that one nearby on the far side of the desert (I've seen uglier!). Especially with this "blending between worlds they're bringing in. I've always been motivated by the terrain to build, that's what's inspired any beta worlds/later newer worlds. Unfortunatley past Beta 1.8 the terrain hasn't been that interesting any more until what they're doing with it now. 1.13 (Update Aquatic), 1.16 (Nether update) and 1.18 (Caves and Cliffs update; I personally feel they're redeeeming themselves with the terrain at last for all the wild explorers out there.
I've still got en-masse things to finish - the whole back of the castle to texturize, insides of the hotel at the chunk plaza development. I'm still debating a giant spyglass coming out of the obeservatory that I've done in a creative copy of the world, as it involves so many gold blocks.. I guess I've got to ask myself is this enough to keep me into the world after 11 years though. I only build practically and have done for a long time. I stopped building things "For the sake of it" as they just stand there empty and I never visit them. I like things to have a purpose and reason for being there. Try and world build at the same time., especially as the world does have so much history already.
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16yrs+ only
If no structures are generating then it can only mean that the "MapFeatures" option in level.dat was set to false when you updated it to a newer version, which I've seen happen before; otherwise, the game doesn't care about what version a world was originally created in - it will happily apply any changes to world generation to newly generated chunks, with ocean monuments even having the unique ability to generate in existing chunks if their inhabited time is less than 3 minutes (they can even generate in non-ocean biomes in 1.6 and older worlds, all that matters is whether the area is deep ocean in 1.7+).
There is also one other special case, though it pertains to biome generation, not structures or other features - worlds updated from 1.1 to 1.2 will have the "generatorName" set to "default_1_1", which replicates 1.1 biome generation in versions up to 1.6.4, while since 1.7 "hot" climate zones use the 1.1 biome list, and consequently have very little desert and no savannas (IDK why Mojang even did this as it makes no sense at all, then again, many of their decisions baffle me, like making the originally snowy taigas snowless instead of adding a new snowless taiga biome).
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?
Maybe this is obvious and you have already tried this, but have you used a creative copy to try locating structures using the /locate command? At least this way, you could determine whether you just have bad luck, or if there really are no structures in the world.
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.
Thank-you, didn't know that. That would explain a lot.
Yeah, been there tried that I'm afraid. Thinking (Due to swamps getting upgraded now) maybe wait until 1.19, maybe provrastinate a little longer. In some ways I'm like you I don't immediatly update. I updated to 1.13 due to the update aquatic and eventually went into 1.14, but stayed in 1.14.2 for a very long time as I wasn't originally fussed about just bees. (Ironic as I now have a giant bee dome and a mini bee-dome). Eventually I went to 1.16 because of the pull of the Nether update, but I could see may maybe staying in 1.17 for a little while longer.
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16yrs+ only
Swamp upgrades would be nice. I feel like forests could be upgraded too,
and jungles could have a mountain plateau variant with gigantic waterfalls flowing off of them or into lagoons at the bottom
of another part of the jungle.
Yeah, for an update denoted the "Wild Update," I have to imagine that jungles will be getting some updates like waterfalls, fjords, and perhaps palm trees (coconuts?). I personally loved jungles when they were first released, but over time they became somewhat mundane due to the lack of significant variation among them (like most other biomes) - even the jungle temples don't offer that much. Maybe they could include some unique "Heart of the Rainforest" as the land equivalent to the heart of the sea. I don't know what it would do, though.
Now I'm just spitballing ideas... which is what I've done recently.
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.
Not just palms, we could have willow tree and cherry blossoms.
They would show enough obvious differences compared to other trees that biomes could be massively updated because of them.
Cherry blossoms would have pink flowers on their branches, and they would add so much more detail to Minecraft forests.
Willow trees would have leaves that come down in a dome shape where the leaves surround the bottom of the tree itself.
An update could change how existing trees generate too, making them both wider and taller,
with branches that are actually visible, each in a cube like shape which fits the Minecraft aesthetic.
Okay, here is what I've done recently...
...wait for it...
Caving!!
It may not sound like much, however - I have not done any caving at all for at least a year, probably longer. But the hunger for exploration has finally attacked, so here we are - and we have a nice discovery in the wake (yes, that's a third spawner in the back):
Shulker boxes full of iron, coal, redstone, and other materials collected on this conquest - oh, I have definitely missed the thrill of underground exploration, even if it's all too familiar.
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.
In my main 11 year old world, a wandering trader had something I actually wanted for once, two dripleaf for one emerald. I spent a spare 5 emeralds I had from the blocks of them I had and brought 10. I now have a small little parkour to the island blob:
So now I have a way of manufacturing them. Funny as I was considering a copper block bridge across here purely for the reason to validate keeping all the copper I found and put it to an actual use than just the lightning rods I have on the castle roofs.
And yes in the background if you look carefully, I have begun dirt-shaping the giant spyglass coming out of the observatory as I needed a break from doing the glass canopy over the monorail. That and I need to go and collect even more sand again.
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
Quintropolis is getting bigger.
We now have full development of the SSP world's spawn chunks, which I have not yet written a full session to describe...
But here is the new Quintropolis Welcome Center, which will be where you spawn in the world upon the imminent world download on my 300th chapter. Includes full armor/weapons/tools/food preparation halls, safe spawning grounds (if you die and misplace your spawn point, you will spawn inside the hub), the world spawn point item collection area, a world map, information about Quintropolis Island, and a direct railway line to Starlight HQ on the other side of the island.
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.
A new milestone has been reached in Quintropolis - my SSP world which is now 8.5 years old...
I have reached Day 6000!!
Certainly, for a world this old, this milestone could have been reached far sooner. But I do not play nearly as often as I used to, sometimes taking months off at a time. Alas, Quintropolis is far more advanced than you may think for only 6,000 days - but, then there are also areas in which it is a bit behind, such as world expansion. Having spent most of the first 5,000 days developing a single mega-base (Starlight HQ), I've spent much of the previous 1,000 days expanding the world significantly. From fully developing the world spawn point on Quintropolis Island, to transforming an entire badlands biome more than 10,000 blocks southeast into a massive parkour course - the world is much bigger now than it ever was.
That's why we are celebrating the milestone at one of the most up-and-coming parts of the world, the Inner Circle, which is being developed as the world's first major city expansion (housing, shops, parkour courses, road networks, and... trash cans). It is nestled in the center of Quintropolis Island (Starlight HQ sits on the east coast of the island, with the spawn chunks on the west side), which itself is just one "borough" of Starlight City - the city borders extending thousands of blocks west. I will be focusing my attention on this development very soon, but for now... celebrate the milestone, and in turn the impending civilization of the entire island, with two of the council residents: Drexel and Staz.
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.
Congrats on 8.5 years! That's almost nine years which a step even closer to ten years!
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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
Thank you leangreen! In fact I missed the eight-year anniversary entirely (actually, I've missed most of them now...), but hey - at least I got this one. Here's to another 6,000 days.
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.
My first world also recently hit 8.5 years old, with over 12,700 in-game days and 175 real-time days of playtime at an average of 3.5 hours per session/day:
I've also recently reached several staggering milestones as a true testament to how much caving I do - a total of 3 million ores and 2 million coal mined (which happened to be reached within an hour of each other), and a score of 5 million (shown above), which represents the XP I've accumulated since around 2015 (not exactly sure when but the "score" that I show in the inventory GUI will never be reset on death, unlike the one shown in the death screen), virtually all from mining ores and killing mobs while caving (I use no XP/mob farms other than the 200 or so chickens I kill every time I repair my sword to reduce the sacrifice repair cost below 40 levels). I've also mined more than 4 million blocks while caving (I use iron pickaxes taken from mineshafts to dig out tunnels for railways between bases, as well as underground rooms in the bases themselves):
Also of note, I broke the game's "distance walked" stat by causing it to overflow, due to storing distance in centimeters using a 32 bit integer, giving a limit of 2,147,483,647 cm or 21,474.83 km, after which it becomes negative; it is displayed properly in the first screenshot above since I previously patched it to convert the stored value into an unsigned value for display (this still means it will reset to 0 after 42,949.67 km unless I modify the stats themselves to use a 64 bit value, which will require more involved changes to the code but it won't happen until about twice the current playtime; this would also break compatibility with vanilla, which would encounter an error when trying to read a 64 bit value as 32 bit and discard it, or even completely reset the file, but that is of no concern at all at this point since I'll never upgrade past 1.6.4, and 1.7+ doesn't try to transfer stats from older versions anyway):
Also, I've been keeping track of my "caving stats" every day for the past few months, which shows how consistent my playstyle is; the only significant interruption over a 3 month period was when I built a new base, as seen closer to the end of the period:
For comparison, I did the same thing for a modded world; the only significant difference is the amount of mineshaft-related resources due to mineshafts being less common; I averaged slightly less ores per session in World1 but my overall resource collection rate is higher (IMO, this also negates arguments of "reduced ore exposure in 1.18 to offset bigger caves"; the slight increase in ores collected in TMCW, with significantly more caves than vanilla 1.6.4, much less 1.7+, and individual caves likely much larger than in 1.18, can be explained by the reduction in mineshaft-related resources, thus less time spent on mining them). There is also more session-session variability in TMCW due to more underground variation:
https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2992751-the-results-of-100-play-sessions-of-caving
Also, here is a series of renderings of how the world has grown since 2013, and a comparison of all of my worlds; for scale the world is about 8100 blocks across (from northwest to southeast, which is oriented left-right in these renderings) and in the last frame you can see the railway leading to my current base, near the lower-right, which is about 1000 blocks long:
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?