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    posted a message on Customized World Generation

    The biome size setting scales the size of biomes by doubling (halving) their size with each step up (down) while keeping everything in the same relative locations; a plains biome at 100, 200 on Default (size 4) will be at 400, 800 on Large Biomes (size 6). Also, the default size of 4 gives an average biome size of 256x256 blocks (1024x1024 for 6, and so on).

    River size works similarly, although it is a bit misleading since it doesn't actually change the size (width and depth) of rivers themselves but the "borders" along which they generate (similar to biome borders).

    The chance of lakes is another counter-intuitive setting; increasing the chance makes them rarer with the frequency scaling inversely; the default for water lakes is 4 while 8 (2) would give half (double) the frequency (this also means that you can only make them up to 4 times more common but much, much rarer). Note that this also only affects the approximately chunk-sized pools that generate at any elevation, not land that is below sea level. Lava lakes follow the same pattern but are much rarer; similar to water lakes this does not affect lava in caves below y=11.

    Also, these settings can be manipulated to be outside of the bounds imposed by the sliders by directly editing the preset code given on the presets page, as can many others (note that some may crash the game if set too far out of bounds).

    As for structures, most can only generate within particular biomes and only a few can be found together in the same biome, so you'll likely spread them further apart from structures of another type, but with more per biome (even in default worlds villages can be quite common in "hot" areas, which are largely Plains, Savanna, and Desert). Woodland mansions and ocean monuments require that the biome around their location is all the biome they spawn in (Deep Ocean or Roofed Forest) so they will be more common (after accounting for the increase in biome size). Note that the predetermined locations of structures are not affected by biome size (in other words, if you had a Plains-only world the locations of villages would remain constant as biome size changes, otherwise whether they exist depends on the biome at each location), and aside from dungeons (which are not really the same thing as structures) there is no way to change how common they are.

    Posted in: Survival Mode
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    posted a message on Mojang, please fix Biome Depth Weight in Customized World type

    Unfortunately, they consider this to be a "feature":

    https://bugs.mojang.com/browse/MC-54738

    Resolution: Works As Intended

    If they wanted to fix it they could - all they have to do is limit the range of a calculation, or a variable used in it, so the result can't go negative, which would have no effect on default and the majority of customized worlds (you can set BDW to more than 1.12 as long an increased biome depth offset prevents the calculation from giving negative values). If the result of the calculation is clamped (not BDW itself) it won't stop it from having any effect as BDW becomes higher since other biomes will still be affected; the bug just affects the biomes with the lowest base levels first (deep oceans, then oceans, then rivers, then swamps; any biome with a base level of 0 or more (above sea level) can never be affected). There is even a fix given in the bug report (I'd limit it to -1.999 instead of -1.8 to allow it to go as low as possible). They may have decided not to fix it because it would cause differences between new and old chunks in existing worlds but for the most part they would not be significant (besides the absence of spikes), or they consider the spikes to be a feature (but one that limits the usefulness of the setting. Maybe add a setting to control the result of the calculation?).

    Also, it is worth noting that Mojang doesn't actually read (or own) these forums; even over on Reddit (which they do read) they probably wouldn't see it unless it got enough attention.

    Posted in: Suggestions
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    posted a message on "The Mining Update"
    They would have to completely rewrite how biomes generate in order to add in separate underground biomes (at the least, add another biome map and more biome data to chunks, which would also have to be 3D and take up a lot of space if their elevation varied); I'd rather just have them be extensions of the surface downwards, much as I've implemented in my own mod:



    In this case, the sandstone layer in deserts in much deeper and contains pockets of sand instead of dirt and gravel and sand on the floors of caves; mesa biomes are hardened/stained clay with pockets of normal clay (this generates above sea level as well, but is not normally exposed outside of confined spaces). Ice Plains Spikes is made up of snow with pockets of packed ice, and Ice Hills (a mod biome) is made up of packed ice with pockets of snow (also on the floors of caves, which I've added in a future version). All of these have normal ores embedded in their biome-specific blocks (which are actually placed after ores, which otherwise only generate in stone since allowing ores to generate in blocks like sandstone would present issues with them overwriting structures. It'd also be a good idea to add in variants of ores so they better match the blocks they generate in). While it is more difficult to get stone in these biomes (the deeper layers are normal) they aren't really good for starting out in anyway due to a lack of wood and food, and other biomes are usually nearby.
    Posted in: Suggestions
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    posted a message on I spent 52.82 days playing Minecraft in 2017, and have traveled more than 1,000 km by minecart
    Quote from Xorjt»

    I hate to be 'that guy' but you post about this in almost every thread slightly relevant to caving and mining.

    So, why was this thread worth making? I promise I'm not being a meanie-face, but you let everyone know about your marvelous 1.6.4 caving stats more often than any one person should.


    Really? I only mentioned the world "cave" once in this thread, in reference to some maps of the worlds I played on to show what I did over the year ("For another sense of scale, the little dot to the left of the explored caves in the second world is a stronghold"), and what else should I have mentioned when I literally do nothing but cave? The few meager "builds" I made? If you don't like my threads just do do not read them or ignore me, just like I told the last person to complain about this (some even have the nerve to suggest that I change my playstyle to building and redstone or build auto farms - no, I'm never going to change my playstyle unless I decide to, and I have nothing to lose, unlike, say, a YouTuber who depends on views for income).

    Also, I mention the time spent playing partly to make a counterpoint to all the "Minecraft is dying!" threads, specifically, the ones where the OP says that they and/or their friends have gotten bored of the game - for every person who says that there is another who plays as much as ever, and my playtlme isn't even high by some standards (on these forums somebody has a world with over 11,000 in-game days or 152.8 days of playtime (minus any sleeping to skip nights, it still has around 2,000 more days than my first world), and somebody on Reddit recently said they had over 9,000 hours of playtime).
    Posted in: Discussion
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    posted a message on Setting a modded world back to vanilla.

    MCEdit may not list mod blocks but you can manually enter their IDs when doing a find/replace; be sure to check the "all subtypes" box so all data values are replaced.

    Also, unknown blocks by themselves usually aren't an issue for the game, which was written to remove unknown blocks when loading a chunk, though if you load a modded world in a different modded version it may incorrectly handle blocks with IDs that appear in both versions.

    Unknown entities or items can also cause issues (in particular, the game can delete and regenerate chunks with invalid item entities), again, particularly if they have the same IDs in both modded versions (otherwise, the game appears to safely delete unknown entities, as I once loaded a 1.8 world in 1.6.4 to see what would happen and there were a lot of "skipping entity with id Rabbit" messages and only items caused issues), in which case you can easily delete entities by selecting the region and deleting them; items in chests may be harder to remove without deleting the chests themselves.

    Tile entities are another potential issue and many mods add various blocks, including purely decorative blocks, which use them (MCEdit has a "show tile entities" option that highlights them so you can easily find them); again, the issue is likely more due to one mod trying to interpret data from another mod than vanilla itself (note that this can also apply to different versions of the same mod, especially if a lot of time and game versions have passed), which is usually pretty good at handling unknown data (the aforementioned chunk deletion due to invalid items appears to have been fixed in 1.7).

    Posted in: Discussion
  • 0

    posted a message on How 'big' is your favorite MC world?

    My first world is about half a gigabyte in size, or 102950 chunks across an area of 6656 x 6576 blocks when I measured it the other day. It took 132.73 days of playtime to reach this size though, since I only explore around 100 chunks per play session spent caving, and none otherwise (beyond the chunks generated around spawn on world creation and when I find a stronghold, all of which is entirely enclosed by chunks explored later). Because of this, the entire "useful" area of the world is pretty much the same size; you could trim away chunks around the edges but that's it (plus this would cause some ugly lines through forests and the like due to the way the game populates chunks, leaving cut-off trees and structures, the latter of which will not regenerate properly unless you delete the structure.dat files, and it won't actually decrease the size of the region files unless all chunks are removed from a region (deleting the entire region) since the space they used is simply marked as free).

    I have measured the actual "used" area of my worlds by making a copy and using a tool to delete all chunks without torches within 1 chunk (this ensures that all explored areas are included, as a torch on a chunk border can light up an adjacent chunk. I also found that this covers nearly 100% of a world when every single cave/mineshaft/ravine has torches placed in it, hence can be directly translated to # of caves/etc explored based on their average frequencies) and the last time I did this there were 78258 out of 99975 chunks left, representing a "usage" of 78% (the tool I used can be found here; it is old but still works, at least until 1.13).

    In case you are wondering, here are a couple renderings I made of a "trimmed" world, showing that I really do explore just about everything underground:




    All of my other worlds are much smaller; with the largest being 135 MB (including the Nether and End, which I deleted from my first world since I never go back after I'm done with them). The Overworld is 125 MB and 18687 chunks; each chunk is about a third larger than in my first world, reflecting the more complex world generation in my mod, so file size alone isn't necessarily a good comparison of how much you've explored; due to how they are stored the smallest size per chunk, even if they are completely empty, is 4096 bytes, with larger chunks stored in increments of 4096 (a better way to compare chunk sizes is to compress the world, which will eliminate the gaps between chunks within region files since the game only compresses chunks, not whole regions).

    Of note, lighting up all the caves underground has a noticeable impact on save size (the game always saves light for every block but it doesn't compress as well as a unexplored chunk where it is mostly 0), with a bigger effect in my modded worlds due to more chunks being pushed over the 4096 byte threshold.

    Posted in: Discussion
  • 0

    posted a message on 5 Tips for New Players.

    Layers 12-16 are bad for finding diamonds; in fact, layer 16 has no diamonds at all and together they have less than half as many diamonds as layers 5-12:


    The best layer to mine at is 11 since lava will be level with the floor, and you should make 1x2 tunnels spaced at least 3 blocks apart (every 4 blocks); I have not tried this but the Wiki claims that double this spacing is actually twice as efficient (0.9% vs 1.7% of mined blocks being diamond ore; for comparison, about 0.1% of all blocks between layers 5-12 are diamond ore so this effectively gives you 17 times more diamonds than expected. My experience with a spacing of 3 does give results close to the Wiki's figure of 0.9%; this does not include other ores mined from the walls); you don't need to worry about missing diamonds since you don't really need that many and double the efficiency means you'll cover the same area, plus you'll spend half as much time mining and have half the tool wear (there is no reason not to upgrade to diamond as soon as you can; using the Wiki's figures you can average up to 26-27 diamond ore per diamond pickaxe; even without Fortune that's only 1/9 of your mined diamonds being used to make new pickaxes).

    Posted in: Survival Mode
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    posted a message on Let's try and rate how active the forums are! (1-10)

    I would rate them a 0 (or 1).

    Why?

    2011: 598122 (259898/year, 712/day)
    2012: 889659 (291537/year, 799/day)
    2013: 993015 (103356/year, 283/day)
    2014: 1138817 (145802/year, 399/day)
    2015: 1177298 (38481/year, 105/day)
    2016: 1196886 (19588/year, 53.7/day)
    2017: 1205090 (8204/year, 22.5/day)

    http://www.minecraftforum.net/forums/off-topic/general-off-topic/2864181-been-a-while-since-ive-been-here-anyone-still?comment=14


    22.5 / 799 * 10 = 0.28, rounded down to 0, or 1.25 on a scale of 1-10 (22.5 / 799 * 9 + 1), and it has declined further since then.

    That was only for Survival Mode (which actually lost posts since I posted this in October, probably due to users deleting their accounts over the Twitch thing, and is nowhere close to regaining the lost ground even though it was only a couple thousand posts) but other sections have seen the same decline; the most popular edition by far is Bedrock ("Minecraft")? It has only had 1540 posts in its main discussion section since it was created in mid-September.

    In fact, they used to have threads for chat but shut them down due to inactivity:
    Having spent 5 years here on this forum, I really enjoyed it, especially when this section was bustling with activity. However, times have changed. I'm the only OT moderator left for a start.

    With the lack of activity, I think it's time to shut the chat thread down for good. It's kind of a bittersweet moment for me since I used to browse and post in these threads even before I became a moderator.

    http://www.minecraftforum.net/forums/off-topic/general-off-topic/2713054-official-chat-thread-new-beginnings-edition?comment=8759


    In summary, these forums are a far cry from what they used to be, and are probably a major reason why everybody says that the game is dying (I mean, if nobody discusses a game anymore it must be dead. Mojang's own sales and player count data say otherwise so something else must be going on; I know that a lot of former forum members now use Reddit even though it isn't really as good as a forum).

    Posted in: General Off Topic
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    posted a message on How Did You Pick Your Username?

    Even back in 2013 I'd probably done more caving than anybody else (as far as I know, and I have searched; if I do a Google search for things like "minecraft mcmap explored caves" nearly all the results are images I posted); I'd already placed nearly 100,000 torches and mined about a third of a million ore in my first world and nearly as many in several other worlds. If not back then, I certainly deserve the name now; I spent at least 46 real-time days caving last year (based on total playtime and the percentage of time spent caving using a conservative estimate).

    My original Minecraft username was not the same though (I didn't adopt my caving playstyle until a month or two after I started playing) and was PogomanMaster, which is a username I used for Happy Wheels, which I played a lot before Minecraft (this also contributed to finding out about it, as YouTubers I watched back then used to play both games a lot).

    Posted in: General Off Topic
  • 0

    posted a message on TheMasterCaver's First World

    So, how is Version 5 going?

    You shouldn't keep asking somebody to update their mod, especially when it is something they are just doing for fun when they have time or feel like it, and in an unrelated thread.

    That said, I have been working on it more lately, including adding some features that will be added in 1.13, with some taken further (I have not heard of crafting recipes for smooth double slabs or petrified oak slabs). I've added a total of more than 50 new features or changes, including new biomes and structures.

    I have not actually done any work on the underground since I increased the variation of normal caves, other than making mineshafts generate with different types of wood (including fences; I specifically added more types just for this, they are also used in villages) based on the most common biome within a 5x5 chunk area centered on the mineshaft (some biomes can have more than one type, with each mineshaft using a single type throughout; this is generally based on the trees in the biome), as well as making the center rooms and staircases generate wood over air, which is the latest addition I made:

    Also, I recently made a version of TMCW Underground for 1.7.10 which includes most of the features of TMCWv4's underground (caves, mineshafts, and strongholds), and is Forge-compatible so it can be used with other mods (with some possible incompatibilities; somebody tested it and it did appear to work). I do not plan to update it to a later version (from what I've heard you can't even decompile 1.12.2 with a 32 bit OS; the "old caves/mineshafts" mod I made for it was made with a bytecode editor, which only allows for simple edits unless you have the knowledge, which I don't).
    Posted in: Survival Mode
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    posted a message on TheMasterCaver's First World

    Regardless of whether you find caves to be interesting, some of the things I've found over the past couple days should surely be of at least some interest, and given my playstyle you shouldn't really expect anything else (at some point I'll start a new modded world but after the first couple weeks I'll be doing the same thing, if a bit more exciting due to the more varied things to find).

    First, I found this cave measuring about 30x30 blocks which reminded me of of the caves in my mods, which can get far larger; a single cave this large in vanilla is quite rare (actually, the maximum width is only 27 blocks, but they can curve around to effectively form a wider chamber), and would probably be even larger if it was higher up since the floor was lava:


    There was also another rather large cave nearby:


    Later, I came across more caves and a couple intersecting ravines which combined to form a huge open area:




    Then this mess of caves and mineshafts, which in this case appears to simply be due to a huge number of intersecting caves rather than a single large cave or two, forming one of those random chambers which are fairly common in 1.6.4, if not so much in later versions due to caves being less dense (individual caves themselves have the same sizes and are just 23% rarer in 1.7+ due to there being that much less caves overall). There is still more of the cave system which I haven't finished exploring yet:

    Also, I found two veins of 5 and 8 diamond right next to each other, which would have made the largest single vein that I can recall finding if they were closer together (currently 12). This is also quite a lot of diamond considering that I averaged only 13.5 per play session over a period when I mined 1,000 diamond ore (as with many stats for this world the sheer amount of time I've spent on it is a major factor):

    Also, as mentioned before, after returning to my main base I have traveled more than 1000 km - 1 million blocks - by minecart, which was my final achievement for 2017.

    Posted in: Survival Mode
  • 0

    posted a message on I spent 52.82 days playing Minecraft in 2017, and have traveled more than 1,000 km by minecart

    That's pretty impressive considering that I'll have been playing the game for 5 years in a few months, and have been playing it pretty much the same way since I started playing, and all in singleplayer. Not only that, that was pretty much all the time I spent playing video games, aside from a few hours spent on some browser-based games - and I see no indications of myself getting tired of the game yet or any other game catching my attention the way Minecraft has.

    Also, this time seems oddly specific but there is a good reason for that; I spent the first few days of the year finishing up a mod and I did not spend any time actually playing since late 2016 (I don't count this as not doing something Minecraft-related though), then spent 22.46 days (per the in-game stats) playing a modded world, followed by 30.36 days on my first world, for which I had statistics from the last time I stopped playing on the world, at which point I had 102.37 days of playtime, now 132.73 days:

    Final statistics for TMCWv4:



    Statistics for World1 from late 2016:



    Statistics for World1 at the end of 2017:


    Also, you can see that I spent a total of 347 sessions playing, 140 in TMCWv4 and 207 in my first world, or one for all but 18 days of the year; the average time per session was 3.65 hours / 219 minutes, or 3.47 hours / 208 minutes per day. Much of the missing days were spent on mods, which again I don't really count as not playing / doing anything with the game, and also contributed some additional time on days when I played. Note that I do not AFK for any reason so this accurately represents how much time I've actually spent playing.

    If you extrapolate the time I spent playing in 2017 to the total time since I bought the game my total playtime is around 251 days - or more than two-thirds of a year, more than half of which has been spent in a single world (this time is even longer when counting the time I spent playing on a copy modded with a version of TMCW).

    Also, here are maps of the worlds I played on in 2017, first before and after renderings of my first world, with my modded world below; my first world is now over half a gigabyte in size and measures 6656 x 6576 blocks. For another sense of scale, the little dot to the left of the explored caves in the second world is a stronghold:


    In addition, if you look at the latest statistics for my first world you may notice that I've traveled more than 1,000 km by minecart, which I achieved on the very last day of the year after returning to my main base to store away resources I collected - a truly impressive distance for a form of transportation that is increasingly ignored these days - and is still the only form of transportation that I use besides walking and boats; I don't even use the Nether for its 8:1 distance scaling. Railways have several advantages over horses and elytra when you are traveling between fixed points though, such as not having to control them other than starting and/or transferring between minecarts, or not worrying about mobs at night, or rugged terrain; they are a bit expensive but when you've taken more than 150,000 rails from mineshafts and mined enough iron to make well over a million more that is like saying a dollar is expensive when you are a millionaire.

    Here is a map of my first world with railways highlighted and bases marked (MB is my main base while secondary bases are numbered in the order they were built); the total length of my rail system is 15872 blocks (15279 regular and 593 powered rails, as measured with MCEdit), with the base I am currently at (the northernmost base) being about 3035 blocks from my main base by rail (this part of the rail system is more irregular and is among the oldest part; prior to returning to my main base I'd traveled 999.80 km, or 6.07 km less than after I returned to my secondary base. The longest round-trip distance from my main base is 7.74 km, to base #18):

    Posted in: Discussion
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    posted a message on The New 1.13 'Monster Egg' Behavior… (a bad idea)

    They could at least reduce the mining time, e.g. so it mines as fast as if you used an Efficiency V diamond pickaxe on stone, which I might actually change it to (with the current hardness it is easier to detect when you use highly enchanted tools to mine, at which point you'll likely have good armor and weapons as well; this would also give a slight disadvantage to using better gear).

    Posted in: Recent Updates and Snapshots
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    posted a message on Trying to edit Regional Difficulty (fail)

    What is the code for increasing chances of Diamond armor on Zombies? I also want to figure that out.

    That is located in EntityLiving base, method addRandomArmor:
    protected void addRandomArmor()
    {
        if (this.rand.nextFloat() < 0.15F * this.worldObj.getLocationTensionFactor(this.posX, this.posY, this.posZ))
        {
            int var1 = this.rand.nextInt(2);
            float var2 = this.worldObj.difficultySetting == 3 ? 0.1F : 0.25F;
    
            if (this.rand.nextFloat() < 0.095F)
            {
                ++var1;
            }
    
            if (this.rand.nextFloat() < 0.095F)
            {
                ++var1;
            }
    
            if (this.rand.nextFloat() < 0.095F)
            {
                ++var1;
            }

    The chance of diamond armor is calculated as 0.5 * 0.095 * 0.095 * 0.095 = 0.000428688, or one in 2332.7 mobs with armor, which is itself determined by 0.15 * regionalDifficulty, or 15% for a regional difficulty of 1 (the first line), at which point one in 15551 mobs will have diamond armor. Note that if you change the 0.095 factors (all staying the same) the chance of diamond armor increases by the cube of the difference; for example, in TMCW I changed them to 0.2, which gives 0.5 * 0.2 * 0.2 * 0.2 = 0.004 or one in 250 armored mobs, which is (0.2 / 0.095) cubed, or 9.33 times more common.

    Note that this affects skeletons as well, and zombies have their own method (same name in EntityZombie) which extends this to add weapons (the chances of which are themselves determined by difficulty, 1% on Easy-Normal and 5% on Hard). Mobs from other mods would presumably also be affected unless they completely override the method (for example, zombie pigmen use it to add a gold sword but do not call their super() method so they do not spawn with armor).

    Of course, that's a moot point (again) if you just edit the class with MCP since it is unlikely it would work with Forge (unless you could directly edit the Forge-patched source but that has not been possible since Forge started using Gradle in 1.6.4; I did successfully make my own Forge-compatible mods back in 1.6.2 by doing this. Otherwise, you'd have to add every single method/field/constructor that mods might access in the patched class (for example, I had to do this to get TMCWv4 Underground compatible with Forge's version of WorldGenMinable), and that's if Forge doesn't add its own stuff; MCP won't recompile if you just try to add references to nonexistent Forge code, at least not without making dummy classes).
    Posted in: Modification Development
  • 0

    posted a message on The New 1.13 'Monster Egg' Behavior… (a bad idea)

    Believe it or not, this appears to be a bug fix, as seen from the code for 1.6.4:

    public BlockSilverfish(int par1)
    {
        super(par1, Material.clay);
        this.setHardness(0.0F);
        this.setCreativeTab(CreativeTabs.tabDecorations);
    }

    Note that they set the hardness to 0 - which means the block should break instantly. However, this is overridden when the block is initialized and I believe in error (e.g. they copied+pasted the line for another block):
    public static final Block silverfish = (new BlockSilverfish(97)).setHardness(0.75F).setUnlocalizedName("monsterStoneEgg");

    Silverfish are also hardly "step and die" traps; they are very easy to kill with minimal gear. I've even fixed this bug in an upcoming version of TMCW, and added more variants so you can find them in other stone blocks (in vanilla they will appear as normal stone if they generate in granite, etc. More fun, Silk Touch does not stop them from spawning, which was not changed until 1.8):

    Posted in: Recent Updates and Snapshots
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