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    posted a message on How many diamonds did you find?
    I'm sort of embarrassed to say how many I have on my SP world*; let's just say that storing them as diamond blocks is the only sensible solution (along with unimaginable amounts of other mined materials, all obtained from caving, which I do like 99% of the time I play).

    *Actually two worlds because I used MCEdit to move my stuff to a fresh world (same seed but modded caves, so I'm not exploring the same stuff twice).
    Posted in: Survival Mode
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    posted a message on What do you usually end up doing with the Nether?
    I don't go down much but when I do it is to mine quartz and glowstone; the latter I use for lighting my main base, with the texture changed to make invisible lighting.
    Posted in: Discussion
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    posted a message on What Have YOU Done in Survival?
    People have talked about infinite/endless caves in Minecraft before; I have proved that they are indeed "infinite":


    (made using MCMap, which shows caves only if they have torches in them; the original image (not uploaded due to size) is over 10000 pixels wide, edited to remove unexplored mineshafts)

    I spent about 6 months (a few hours per day) exploring that, going from one cave system to the next underground, using about 100,000 torches and filling multiple large chests with every ore material block, including hundreds of blocks of diamond (I've since started a new world, actually the same seed, with modded caves, just moving my base over with MCEdit, but this was all vanilla generation).
    Posted in: Survival Mode
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    posted a message on How can i reduce lag?
    Memory is also an issue; I noticed that even when the in-game memory usage (allocated) is at 300 MB or so, Task manager shows Java using around 1 GB of memory, which is all that you have and will cause RAM to be filled and paged out to disk, which is infinitely slower (like a million times; easy to tell if you have huge lag spikes when the disk activity light comes on).

    Also, the default memory allocated is 1 GB, which is way to much unless you are running a HD texture pack or many mods (I usually see around 200-300 MB with Forge and 10 mods, mostly default textures); try using -Xms350M; which is what the Optifine thread recommends, the new launcher can do this if you edit the profile and edit JVM arguments).
    Posted in: Discussion
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    posted a message on If you had to remove one thing from Minecraft, what would it be?
    The dragon egg has to top the list; the only thing it is good for is amusement, and I doubt many people will want to chase it around for long. Also, the first time I defeated the Ender Dragon and didn't know how to get it I think I made it teleport into the void because it disappeared, and deleted/reset the End later to get it after fighting the dragon again, which of course ended up being pointless, other than proof that I killed it. I actually have two right now just taking up space in a chest on my main SP world because I used MCEdit to move my stuff into a new world and killed the dragon again for fun.

    Also, Nether Stars can be used to make beacons, although I don't really see any use for one myself, nor have I bothered trying to make a Wither, although I did make a creative world just to build one and kill it in survival mode to see how hard it was; not that hard if you put it underground, unless they had an infinite range.
    Posted in: Discussion
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    posted a message on Erase diamond
    Quote from Kholdstare
    ...It doesn't help that the game appears to be balanced around an unarmored player...


    That's the second time you have said this; do you play on Hard, or better yet, Hardcore without armor? Even on Easy a creeper means instant death if it explodes right in your face and in Normal iron armor will save you only if you have full health and leave you very vulnerable; to quote the Wiki, "In hard mode, in full diamond armor, and in close range, it can knock a player down to only 2 hearts." Other mobs aren't as devastating but many of them can kill you in a few hits on the harder difficulties without armor; try angering a horde of zombie pigmen, which kill in two hits on Hard, while surrounded.

    If you want the game to be harder, try exploring caves instead of mining* and have to fight off a dozen zombies in a minute, creepers dropping down and exploding on you, etc. Although I do just that and hardly ever die (Normal difficulty) because of the armor I wear (which is from a mod, much more durable than diamond although only as protective, but also much harder to get and more expensive to repair), I only wear a chestplate and leggings although with Protection IV (about the same as full armor and saves on repairing two more items), but I don't play so much to "win" the game anymore but just to explore (I did "beat" the game without using any mods to help, defeating the Ender Dragon without dying).

    That said, if you think the game is too easy for you, why not disable regeneration? Or use a mod that adds more monsters, reduces health, increases damage, etc? Everybody has their own difficulty scale and way of playing the game.

    *The 1.7 snapshots have reduced the number of caves which just makes mining all that much safer; less chance of breaking into caves and mining into lava, as well as caving itself, with less openings for monsters to come out and less big drops/holes in the ground (I modded my game to make bigger, denser caves, and they certainly are more challenging than normal caves when you have 50 block drops to lava and no way to block all openings).
    Posted in: Suggestions
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    posted a message on who thinks there should be deeper worlds and better ores the deeper you go?
    I would support deeper worlds as an option because that then means many more caves; as for ores, their ranges can be relative to sea level, so if sea level was doubled diamond would be found below layer 32 instead of layer 16 and would be twice as common per chunk (same chance of finding it in a given area), although it would require more digging/caving to find any (~100 blocks down instead of ~50). This should be optional however; not sure how hard it would be to add but for cave/structure generation and ores you can probably just double a value to double the height/range/frequency.

    As for more ores, I don't see any need for more, especially like those mods that add a dozen or more (well, except for a mod I use that adds an ore that's much rarer than diamond and makes tools that are much more powerful). Or if you mean more valuable ores found deeper, that is already the case as mentioned by others (arguably, lapis and gold aren't "better", I only ever use gold armor if a mob drops it and I am not already wearing the piece). Perhaps maybe a higher density of ores lower down, instead of the current flat distribution, besides lapis?
    Posted in: Suggestions
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    posted a message on Ghast Tear Bricks
    This idea sounds ridiculously expensive; I can't see it being used on a survival map (never found enough tears for even one block) but it might be useful on a custom adventure map so I half-support it.

    Also, everybody who says that making bricks out of tears doesn't make sense, well, almost everything in the game doesn't make sense, starting from the first thing you do in a new world (punch a tree) to using diamond for tools (a real pickaxe made of solid diamond would shatter; hardness != strength). Or eating an apple made with 8 cubic meters of gold; it's a game.
    Posted in: Suggestions
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    posted a message on World corrupt on 13w41b
    Did you by any chance create a superflat world with the same name as a previously deleted world? Because that looks like a long-running bug where a superflat world gets normal chunks in it if you do that because the game doesn't delete chunks properly, not limited to the new snapshots (a dead giveaway would be if you saw any player-made structures, mineshafts, torches in caves, etc). The village in an ocean is weird though since they aren't supposed to spawn in oceans, even if you tried enabling villages in a superflat world set to ocean biome.
    Posted in: Recent Updates and Snapshots
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    posted a message on what suggestions have been added?
    Another suggestion that has been added is less caves, which have been significantly reduced in the snapshots and I have seen more than a few posts here complaining about "Swiss cheese" (e.g. like this one, or mods like Fewer Ravines/Less Caves*); I really think they should have used my suggestion (configure how many caves there are when a world is created, just as you can with other structures in superflat) instead of just reducing them, not that I really care since I already modded the caves in my game to make Swiss cheese like you'd never believe (imagine a single cave system 500 blocks wide with over 1,000 caves, although said caves are extremely rare with most being slightly larger than vanilla with occasional bigger systems).

    *How long before we see "More Caves" mods when 1.7 comes out? Only a couple numbers need to be changed in the source to revert the generation to 1.6.x and earlier (even with JBE it is very easy to change since I did it with a snapshot), or more likely, such a mod would use a configuration file/custom settings.
    Posted in: Discussion
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    posted a message on Transferring 1.5.2 Demo Worlds Into Normal Minecraft?
    Quote from TwentyLeggedHen

    <BUMP>

    I tried the above method on my computer, and it doesn't seem to work on my computer. I am using Windows 8, I can use the run application, but it says that location does not exist. Do I use my MC username (e.g. C:\Users\(arieben)\AppData\Roaming\.minecraft\save)?


    The username should be the name you use for your Windows profile. Also, try typing in %appdata%, which should take you to the AppData directory.

    As for the demo world, I believe the "this is a demo version"/play time limit is set inside the game itself, not something that is put into the save files (which do save the time played for), so there shouldn't be any problem playing it in a non-demo version.
    Posted in: Discussion
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    posted a message on Biggest Pet Peeve?
    For the OP, bats spawning in your house means that monsters can spawn as well since bats need a light level of 4 or less while monsters need 7 or less (though the Wiki doesn't seem clear as to whether they can spawn on the ceiling, where hostiles can't spawn).

    For me, it is probably cave spiders, especially when they are in the middle of a ravine and they drop down without warning, hard to get to the spawner as well. Bats are also annoying when you try to hit a creeper and one flies in front of you and you hit it instead and the creeper explodes (although funny to watch them fly into lava streams). I also tried dogs as well and found them less than useful in caves although I keep several, including cats, just to have sitting around (same for horses even though I haven't really used them).
    Posted in: Discussion
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    posted a message on Your opinion on increasing the height limit
    I don't see any need to increase the height limit, at at least I've never been restricted by the current limit of 256, having only built structures up to 20 blocks high, plus the maximum render distance is 256 blocks, at least in the X/Z directions (fog will still come into effect in the Y direction unless you use Optifine but that's a mod). On a related note, the superflat preset "Tunneler's Dream" seems pointless to me since you have to dig through 100 blocks of stone just to find coal and another 64 for iron and 10-20 more to find any abandoned mineshafts, but I presume that increasing the world height wouldn't affect "sea level", or if they doubled it, double the height range of ores and caves/underground structures, similar to how terrain was still limited to 128, when they increased the height limit to 256, until 1.7, and then only for taller mountains.

    Also, increasing the height limit wouldn't necessarily impact performance, if the game ignored empty parts of chunks; the game already doesn't save empty chunk sections (16x16x16 cubes) to reduce save size.

    There is also the idea of "cubic chunks", basically treating chunk sections as entire chunks instead of pieces of one chunk and claimed to allow "infinite" height without affecting performance.
    Posted in: Discussion
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    posted a message on Look for Survival island seed
    I played a survival island map using the seed "Notchiswithus", large biomes (I got it from YouTube) in 1.5.1; it still works for 1.6.4 and starts you on an island with one tree and right under it is a ravine and a big cave system; there's an abandoned mineshaft starting about 100 blocks to the east.

    Here are a couple images from Unmined of the world, surface and layers 0-60:





    The closest part of the mineshaft is at XYZ (9, 23, -176) (it connects to the cave system if you dig through some gravel a few blocks west)

    Also, the nearest dungeon is at (-88, 11, -138), not quite under the island but very close, if deep, with another one at (-69, 22, -212), both zombie dungeons. I also looked around a bit in the cave and found 5 diamond ore at (-59, 12, -200)

    Assuming you are using 1.6.4 or earlier, that is.
    Posted in: Seeds
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    posted a message on 1.7 fewer deep caves?
    It's not just amplified that is affected; the cave generation in the snapshots has been severely reduced, as discussed in a previous thread (I looked at the decompiled source and confirmed that the code has indeed been changed). Basically, the maximum size of individual cave systems is now only about a third of what it was before, and a doubling of cave system frequency doesn't compensate since it just makes caves more uniformly spread out, making systems like this impossible (unless you edit the code like I did, confirming that the two numbers mentioned in the first link were the only things changed).

    Also, cave generation is completely unaffected by the generator type; caves in default will generate in the same locations in an amplified world (tested with Unmined) with only the surface entrances affected since the cave generator, completely independent of the terrain generator, only takes in the chunk coordinates when calculating the local seed for the chunks (large biomes will also generate the same).

    No idea why they did this (the code hadn't been changed since early Beta), perhaps somebody can get an answer from Mojang (and why not allow caves to be user-configurable, as I suggested).
    Posted in: Future Updates
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