The Meaning of Life, the Universe, and Everything.
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11/15/2016
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In a den. Where else?
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NinjaDogDB
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I have started a hardcore world recently. I am challenging myself to see how long I can survive. I have been staying in a village so far, and I am currently working on defending it by making it zombie proof in a way. I am also working on flattening the terrain a bit, so the villagers don't get stuck in a hole or something.
Yesterday, I visited the End more for fun than another shulker box, my fifth. I really didn't need another pair of elytra, either, as I have two with Mending and Unbreaking III, and that's plenty for my vanilla SSP world. However, shulkers and elytra are found in the same place, End cities, so I planned to raid any End ships found. I've not spent much time in the End, but it's a lot of fun now that we can use firework rockets to propel us while elytra gliding.
That all said, maybe this is a common occurrence, but I found a poorly-generated End ship. At least it was the bow and not the stern!
Render distance 32. Screenshots are 1920x1080.
Must be a shipwreck!
Since the ship only had the one shulker, I continued onward to find another, leading me to engage in an air-to-air duel with the next one appearing:
I think the missile's velocity should be vastly increased in hard difficulty, the difficulty in which my game is locked.
I didn't raid the city at which it was docked, but there were stairs leading from the roof so it was easy just to duck down there to take cover from the volley of missiles. There were a couple chests directly inside, and I had to dispatch the immediate shulker guarding them. Note to End city builders: put your loot in a more secure location.
Here's the booty from the two boats and six chests, ignoring the rails and powered rails:
Two pairs of elytra, three shulker shells (I thought I had two and if I had noticed the odd number, I would have killed another), seven diamonds, two dragon heads, and 37 gold ingots
Diamond sword of Bane of Arthropods IV and Unbreaking III
Diamond sword of Smite IV
Iron Sword of Sharpness III, Fire Aspect I, Sweeping Edge III, Knockback I
Diamond Chestplate of Fire Protection III
Iron Leggings of Protection IV, Unbreaking III
Iron Boots of Frost Walker II, Mending
Diamond Shovel of Silk Touch, Efficiency III, and Unbreaking III
Diamond Shovel of Unbreaking III
Iron Pick of Fortune III, Mending, Efficiency IV, and Unbreaking III
Iron Pick of Fortune III, Efficiency IV, and Unbreaking III
Except for a lack of books—which is a horrible omission—I think the loot is fairly well balanced for end game, though since emeralds are currency in Minecraft, I think there should be a whole lot more of them than gold.
There's just not much of anything that can impress an end-game player. Other than the first End city, a player who makes regular raids is likely to have max-enchant everything.
The trouble is that Mending can be fished out of water and traded by villagers. I like Mending. Think it's great. But, it horrifically debases diamonds and diamond equipment. It's probably too easy to get. I think perhaps it should be like Notch apples—only found in chests. Only. And, I think End city chests are the very best places for it, since there are no chests in Ocean Monuments, unfortunately.
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
MC Day 11450: Exploring a nearby swamp biome looking for clay I discovered a Witch Hut. I haven't found one for ages. Its only about 600 blocks from my first base but I’ve never noticed it before, as it was in chunks that must have generated in 1.7 or later (I found some sheer cliffs typical of this kind of mismatch generation nearby). My first base and its surround areas were mainly generated in 1.5 or so, and I don’t think it would have been there if I’d explored that area before 1.7. Not particularly fussed about finding it, I decided to augment it and make it a Witch Hut Deluxe, by roughly increasing its volume ten-fold, and giving it a few extra features with materials to hand. Never realised Witches were so fussy; the logs in the hut are from oak trees readily found in the biome, but the planking they use is Spruce, which isn’t. So a quick jaunt back to base soon fixed that.
MC Day 11450: Exploring a nearby swamp biome looking for clay I discovered a Witch Hut. I haven't found one for ages. Its only about 600 blocks from my first base but I’ve never noticed it before, as it was in chunks that must have generated in 1.7 or later (I found some sheer cliffs typical of this kind of mismatch generation nearby). My first base and its surround areas were mainly generated in 1.5 or so, and I don’t think it would have been there if I’d explored that area before 1.7. Not particularly fussed about finding it, I decided to augment it and make it a Witch Hut Deluxe, by roughly increasing its volume ten-fold, and giving it a few extra features with materials to hand. Never realised Witches were so fussy; the logs in the hut are from oak trees readily found in the biome, but the planking they use is Spruce, which isn’t. So a quick jaunt back to base soon fixed that.
Other Images:
[\spoiler]
Nice job remodeling that witch hut into a nice and cozy looking home.
That all said, maybe this is a common occurrence, but I found a poorly-generated End ship. At least it was the bow and not the stern!
The trouble is that Mending can be fished out of water and traded by villagers. I like Mending. Think it's great. But, it horrifically debases diamonds and diamond equipment. It's probably too easy to get. I think perhaps it should be like Notch apples—only found in chests. Only. And, I think End city chests are the very best places for it, since there are no chests in Ocean Monuments, unfortunately.
The first issue is a bug which apparently affects all newer structures that use structure files instead of using code to place blocks one at a time; the game apparently forgets to record that a structure at the edge of generated chunks has not been completely generated yet so the next time you open the world and generate more chunks it fails to generate the rest of the structure; because of this, some server operators will use Dynmap or another real-time mapping utility to check for any partially generated structures and fly out to generate all chunks before shutting down the server.
In particular, this is one of those bugs that makes you shake your head and wonder why it hasn't been fixed yet (I've fixed some bugs myself with the help of bugfixes posted to bug reports - a few STILL aren't fixed yet - bugs which were reported long before 1.6.4 - itself more than 4 years old!):
If I mod MapGenEndCity.Start to set this.isSizeable = true when loading the city data from EndCity.dat, I can no longer reproduce the bug with either method.
("isSizeable" is a field which is only used by villages in 1.6.4, set to true if the village has at least 3 non-road pieces; for all other structures it is ignored, so they must have goofed up somewhere when adding new structures)
As for Mending, I personally think it should have been a replacement for renaming an item so the cost no longer increases - which is how I implemented my own version of Mending in TMCW - which solves both the balance issues of never needing any more resources or anvils as well as overpowered gear - no repairing maxed-out swords forever (or even once) - this also leads to the issues with the repair costs changes they made in 1.8, since this method would be completely broken if you only had to spend a couple levels to repair an item (prior to 1.8 you had to pay a charge for the durability restored, which can be as high as 17 levels for a diamond item, as well as a charge for each enchantment and the number of enchantments. In TMCW I removed the last charge so a Mending item costs about the same as a renamed item in vanilla (Mending adds 8 levels by itself, while 3 enchantments would add 6 levels and 4 enchantments 10 levels), while a non-Mending item is cheaper with the cost increasing by 2 levels per repair so you can get some decent use out of most items.
While you can get it from villagers (for the same cost as any other level 1 enchantment, which is 5-17 emeralds) it is much harder to get enchantments since they have a 1.75% chance of unlocking a single enchanted book trade per final trade - and it can be replaced with a cheaper trade even as the enchantment quality decreases. And you can't make an auto fishing farm to get them (or anything else other than fish, if they even work at all since fishing mechanics, not just what you can catch, were changed in 1.7).
Of course, prior to 1.8 you can buy any type of diamond equipment from blacksmiths, making mining for diamonds to maintain your gear just as obsolete (in some cases you may have to use partially damaged tools, as I have to do with my Sharpness V, Knockback II, Unbreaking III sword, which costs just one level too much - unless you wear out the sacrifice by 60 durability) - I've saved thousands of diamonds since I started trading (not that I need to since I get far more than I need even without using Fortune, which I only used for short time, and mining in one of the most inefficient manners in terms of diamonds found per hour and blocks mined per diamond).
Then again, TMCW fixes that by nerfing diamond gear and adding a new tier, amethyst, which can only be obtained by mining (3-8x rarer than diamond) or the very rare mob drop; it also exploits the durability costs to make them extremely expensive to repair (3x the durability of diamond but less durability per repair since you can't use new items, only single units, which restore 25% durability each. Both the rarity and repair costs, which can be up to 49 instead of 39 levels, were balanced around my playstyle and I still find enough amethyst and get enough XP to increase them even more if I wanted to).
In particular, this is one of those bugs that makes you shake your head and wonder why it hasn't been fixed yet (I've fixed some bugs myself with the help of bugfixes posted to bug reports - a few STILL aren't fixed yet - bugs which were reported long before 1.6.4 - itself more than 4 years old!):
They have quite a stack of those—very longstanding bugs that have a profoundly-negative impact on the game that the community has even fixed for them. I just cannot even imagine their excuse.
More carnage from the bug:
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
Yesterday, I visited the End more for fun than another shulker box, my fifth. I really didn't need another pair of elytra, either, as I have two with Mending and Unbreaking III, and that's plenty for my vanilla SSP world. However, shulkers and elytra are found in the same place, End cities, so I planned to raid any End ships found. I've not spent much time in the End, but it's a lot of fun now that we can use firework rockets to propel us while elytra gliding.
That all said, maybe this is a common occurrence, but I found a poorly-generated End ship. At least it was the bow and not the stern!
First one of those I found was the side (just the side). Looked like a ship as I approached, but it was just a facade with nothing behind it.
I didn't raid the city at which it was docked, but there were stairs leading from the roof so it was easy just to duck down there to take cover from the volley of missiles. There were a couple chests directly inside, and I had to dispatch the immediate shulker guarding them. Note to End city builders: put your loot in a more secure location.
Here's the booty from the two boats and six chests, ignoring the rails and powered rails:
Two pairs of elytra, three shulker shells (I thought I had two and if I had noticed the odd number, I would have killed another), seven diamonds, two dragon heads, and 37 gold ingots
Diamond sword of Bane of Arthropods IV and Unbreaking III
Diamond sword of Smite IV
Iron Sword of Sharpness III, Fire Aspect I, Sweeping Edge III, Knockback I
Diamond Chestplate of Fire Protection III
Iron Leggings of Protection IV, Unbreaking III
Iron Boots of Frost Walker II, Mending
Diamond Shovel of Silk Touch, Efficiency III, and Unbreaking III
Diamond Shovel of Unbreaking III
Iron Pick of Fortune III, Mending, Efficiency IV, and Unbreaking III
Iron Pick of Fortune III, Efficiency IV, and Unbreaking III
Except for a lack of books—which is a horrible omission—I think the loot is fairly well balanced for end game, though since emeralds are currency in Minecraft, I think there should be a whole lot more of them than gold.
That's a nice haul you got there, but you could have gotten a lot more if you had fully raided the end city (I always clean them out). I have gotten nearly a stack of shells from a large city. I have stacks and stacks of shulker shells now in my mushroom peninsula world, but where I really need them is my older island world.
I have designed a compact (3x3x3) automatic shulker box loader that I want to build in SSP, but I don't have many shulker boxes in the world with the high output farms, and I don't have many high output farms in the world where I have lots of shulker boxes. LOL. Guess I need to do more end city raiding in my older world.
I have started mapping the outer end islands in my older world to avoid finding the same cities over and over again.
The trouble is that Mending can be fished out of water and traded by villagers. I like Mending. Think it's great. But, it horrifically debases diamonds and diamond equipment. It's probably too easy to get. I think perhaps it should be like Notch apples—only found in chests. Only. And, I think End city chests are the very best places for it, since there are no chests in Ocean Monuments, unfortunately.
I've never had much luck fishing for Mending. I have gone AFK fishing for days and nothing. But I did eventually get villagers with decently priced mending trades in both of my current worlds. One was in the underground iron farm I built near my base.
In Minecraft 1.11.2 (haven't yet updated to 1.12), I redesigned all of my XP farms to bypass the mob cramming entity rule put in place such that I can now resume cramming unbounded quantities of mobs. This is possible due to a vine trick that is used in conjunction with slime blocks, completely vanilla without use of commands or other cheats.
Old skeleton farm:
New skeleton farm:
Old Blaze Blaster:
New Blaze Blaster:
Cave spider farm proved unsuccessful with this trick, so I instead utilized their climbing behavior to collect them in two spots, potentially holding 50+ cave spiders with the cramming rule in place. The crusher extends all three blocks in the chamber.
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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.
Haven't had the chance to play as much as I would like to recently, so when I finally got some spare time to play eariler today I decided to start a brand new modded world. I couldn't think of what kind of house I wanted, so I just ended up building into the side of a little mountain in a Grove Biome from the Biomes o Plenty mod. Here is how it's turning out so far:
Decided to go all out and decorate for Halloween. I really like how it's coming along so far. I'm pretty much done with the front of the house. Gotta start working on hollowing out the inside now and making rooms. I'm trying to play strictly survival with no creative, so that might take a while. (Although I kinda had to go into creative for the cobwebs, but we will pretend like that doesn't count...).
Might come back and post some pictures of the inside once I have done some work on it.
I decided to start a new main world in modern Minecraft, I'm not abandoning my almost 7-year-old main world by any means but I wanted to try something new without obscene amounts of travelling , chunk walls and limitations. Although I've had other worlds they've been "ideas" not "main worlds" so this'll be the first in a very long time.
I spawned unremarkably in a forest of natural oak, birch and dark oaks, at least the latter gave me early mushrooms. Seeking a higher ground to get a perspective of the world around me i did see something in the distance at the end of the first night that was promsing - my favourite biome.
First night inventory:
Spent the night fishing using this stream:
Something good for the morning:
Savanna biomes are my favourite biomes so I want to settle there and one part seems equality fascinating a rounded low hill and behind it a more tall and slanty mountain, handily right next to a desert.
The rounded low mountain isn't wide enough to build on without major terraforming and that was a flat spot up on the slanty mountain, which also has a waterfall down one side. I've set up a small camp on this flat spot on the slanty mountain but I'm not sure where to build yet. The waterfall led me into a cave which after a branch mine also led into a ravine (No abandonded mine.) Here's the camp, inventory for night 3 and I think night 5 respectivley and interesting mountain shapes in the distance.
Not sure where or what to build for a home yet, there's a nice green patch of grass among the savana grasslands. I don't want to do anything I've already done like yet another home in a mountain, modern home, home on a mountain, underground home, ravine home/castle fort etc.
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+.
Recently built an automatic flower farm (in a swamp biome ay my current base so it will only harvest blue orchids) to see how it would work, with the idea of building one in a flower forest area nearby. Basically dispensers fire bone meal onto the grass to grow the plants, then a water system flows for about 3-4 seconds afterwards to flush the growths to a central row of hoppers to a sorter below. Obviously, apart from keeping the dispensers with the bone meal topped up (bones are now in short supply!) I was concerned whether grass submerged underwater (even tho its only a short time) would start turning to dirt, and the farm would become unusable after a while. But I’ve had no issues so far, probably due to the fact the farm activates only four times a day - its hooked to a dual daylight/inverted daylight sensor array with a dual edge detector which fires the farm roughly at sunrise, midday, sunset and midnight (although there currently is an issue with inverted daylight sensors sending out the wrong signal strength). I have also allowed four grass blocks in the corners outside the boundaries of the farm, which can repair the grass over time – I can just deactivate the farm and leave it for a few days to re-grass over. Works a treat so far. I think I may do the Flower Forest one connected to Hopper Timer as it will be an AFK design (the blue orchid one is in the area of the base where I’m working currently, so it fires anyway)
I was concerned whether grass submerged underwater (even tho its only a short time) would start turning to dirt, and the farm would become unusable after a while.
Not sure if you would consider this "cheaty" or not, but if you use Optifine with the clear water option on, grass grows underwater (I forget to what depth, but it's something like 9 or 10 blocks)
Not sure if you would consider this "cheaty" or not, but if you use Optifine with the clear water option on, grass grows underwater (I forget to what depth, but it's something like 9 or 10 blocks)
I wouldn't consider that "cheaty" since the dirt blocks are being exposed to enough light so grass can grow on top of it. Usually the water dims the light level for everything underneath the water's surface, so when you have clear water on the water is no longer able to dim the light level as much as it usually does which contributes to grass growing underwater.
I know you probably already know this, but I'm unsure whether you don't know why this happens or you do know why it happens. Because I am not sure, I stated why it happens just to be safe.
I know you probably already know this, but I'm unsure whether you don't know why this happens or you do know why it happens. Because I am not sure, I stated why it happens just to be safe.
In previous discussions about this, I've read it is a bug in OptiFine.
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My short story-like journals; quick-and-easy reads:
In previous discussions about this, I've read it is a bug in OptiFine.
This happens because Optifine reduces the light opacity of water blocks from 3 to 1 so it does not reduce light as quickly, and grass (as well as mycelium) blocks are hardcoded to only grow or survive under blocks with a light opacity of 2 or less, in addition to a light level of 4 or more (otherwise, it would grow underwater even in vanilla since a light opacity of 3 means that light level falls by 3 levels per block, so 4 blocks are needed to reduce it to less than 4):
The fix for this is pretty simple; I modified the code to specifically check for water and if it is a stationary source block it prevents grass from spreading or surviving (it can still spread/survive under water spreading from a source block as well as any type of flowing water block; the latter only exists for a brief moment (5 ticks or 0.25 seconds, the time it takes water to spread one block) as water actively spreads so there is little point in checking for it. For comparison, the time it takes for grass to die is the average time between block ticks, 68 seconds, while spreading is even slower (and more random) due to randomly choosing 4 blocks within a 3x3x5 area):
I do not know why sp614x has not bothered fixing this bug yet if it is that simple (based on this bug report they consider it to be invalid/WAI, not unlike like Mojang's stance on many bugs; despite the date this is a very old bug). I even added this fix to TMCW even though it only does anything when Optifine's clear water is used since I modified grass/mycelium anyway so they would not spread on coarse dirt and podzol (otherwise I'd need to make specially modified classes for my own use, and TMCW is mainly made for that reason anyway. The code I modified is not altered by Optifine so it is fully compatible regardless of the order of installation).
working on a passive mob zoo. Dug a 5000 block long tunnel to Mushroom Island. Put dirt along the floor, because I don't have a silk touch shovel. After several days of shepherding it along, finally got mycelium back at my base. And now I have mooshrooms at my base.
Also, just this weekend I finished up all the advancements except for How Did We Get Here. That's what I'm working on now, as the idea of luring bunnies the kilometer to my base is just tiresome. I'll get to it.
So far, have a nether portal at my end portal. Luckily, it's only around 100 blocks or so from the nether fortress, so I'll be able to kite a wither skeleton into the end "fairly" easily.
Now, I'm off looking for an ocean monument so I can build a nether portal above it. Mining fatigue is one of the effects you need for the last advancement.
working on a passive mob zoo. Dug a 5000 block long tunnel to Mushroom Island. Put dirt along the floor, because I don't have a silk touch shovel. After several days of shepherding it along, finally got mycelium back at my base.
You do not need to use a shovel to get grass or mycelium; you could even use shears when they could get Silk Touch (unlike other tools they would only lose durability when used on their intended blocks so this was a popular exploit); this works for all blocks which can be harvested by hand (for the most part only stone and metal-based blocks require a tool). Given that you seem to be quite far into your world (almost every advancement) I'd be very surprised that you do not have Silk Touch on at least one tool (I always get it on a pickaxe so I can pick up Ender chests, which I use like backpacks; even in 1.9+ it is much easier to use them than Shulker boxes, given that the latter requires "beating" the game). Also, you can kill an Enderman while it is holding a block, including grass or mycelium, and it will drop it.
check out my survival world thread and leave a comment to see it progress doing an update shortly.
I have started a hardcore world recently. I am challenging myself to see how long I can survive. I have been staying in a village so far, and I am currently working on defending it by making it zombie proof in a way. I am also working on flattening the terrain a bit, so the villagers don't get stuck in a hole or something.
Yesterday, I visited the End more for fun than another shulker box, my fifth. I really didn't need another pair of elytra, either, as I have two with Mending and Unbreaking III, and that's plenty for my vanilla SSP world. However, shulkers and elytra are found in the same place, End cities, so I planned to raid any End ships found. I've not spent much time in the End, but it's a lot of fun now that we can use firework rockets to propel us while elytra gliding.
That all said, maybe this is a common occurrence, but I found a poorly-generated End ship. At least it was the bow and not the stern!
Render distance 32. Screenshots are 1920x1080.
Must be a shipwreck!
Since the ship only had the one shulker, I continued onward to find another, leading me to engage in an air-to-air duel with the next one appearing:
I think the missile's velocity should be vastly increased in hard difficulty, the difficulty in which my game is locked.
I didn't raid the city at which it was docked, but there were stairs leading from the roof so it was easy just to duck down there to take cover from the volley of missiles. There were a couple chests directly inside, and I had to dispatch the immediate shulker guarding them. Note to End city builders: put your loot in a more secure location.
Here's the booty from the two boats and six chests, ignoring the rails and powered rails:
Except for a lack of books—which is a horrible omission—I think the loot is fairly well balanced for end game, though since emeralds are currency in Minecraft, I think there should be a whole lot more of them than gold.
There's just not much of anything that can impress an end-game player. Other than the first End city, a player who makes regular raids is likely to have max-enchant everything.
The trouble is that Mending can be fished out of water and traded by villagers. I like Mending. Think it's great. But, it horrifically debases diamonds and diamond equipment. It's probably too easy to get. I think perhaps it should be like Notch apples—only found in chests. Only. And, I think End city chests are the very best places for it, since there are no chests in Ocean Monuments, unfortunately.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
MC Day 11450: Exploring a nearby swamp biome looking for clay I discovered a Witch Hut. I haven't found one for ages. Its only about 600 blocks from my first base but I’ve never noticed it before, as it was in chunks that must have generated in 1.7 or later (I found some sheer cliffs typical of this kind of mismatch generation nearby). My first base and its surround areas were mainly generated in 1.5 or so, and I don’t think it would have been there if I’d explored that area before 1.7. Not particularly fussed about finding it, I decided to augment it and make it a Witch Hut Deluxe, by roughly increasing its volume ten-fold, and giving it a few extra features with materials to hand. Never realised Witches were so fussy; the logs in the hut are from oak trees readily found in the biome, but the planking they use is Spruce, which isn’t. So a quick jaunt back to base soon fixed that.
Other Images:
[\spoiler]
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Nice job remodeling that witch hut into a nice and cozy looking home.
The first issue is a bug which apparently affects all newer structures that use structure files instead of using code to place blocks one at a time; the game apparently forgets to record that a structure at the edge of generated chunks has not been completely generated yet so the next time you open the world and generate more chunks it fails to generate the rest of the structure; because of this, some server operators will use Dynmap or another real-time mapping utility to check for any partially generated structures and fly out to generate all chunks before shutting down the server.
In particular, this is one of those bugs that makes you shake your head and wonder why it hasn't been fixed yet (I've fixed some bugs myself with the help of bugfixes posted to bug reports - a few STILL aren't fixed yet - bugs which were reported long before 1.6.4 - itself more than 4 years old!):
MC-96998 End Cities / Woodland Mansions sometimes don't generate completely
("isSizeable" is a field which is only used by villages in 1.6.4, set to true if the village has at least 3 non-road pieces; for all other structures it is ignored, so they must have goofed up somewhere when adding new structures)
As for Mending, I personally think it should have been a replacement for renaming an item so the cost no longer increases - which is how I implemented my own version of Mending in TMCW - which solves both the balance issues of never needing any more resources or anvils as well as overpowered gear - no repairing maxed-out swords forever (or even once) - this also leads to the issues with the repair costs changes they made in 1.8, since this method would be completely broken if you only had to spend a couple levels to repair an item (prior to 1.8 you had to pay a charge for the durability restored, which can be as high as 17 levels for a diamond item, as well as a charge for each enchantment and the number of enchantments. In TMCW I removed the last charge so a Mending item costs about the same as a renamed item in vanilla (Mending adds 8 levels by itself, while 3 enchantments would add 6 levels and 4 enchantments 10 levels), while a non-Mending item is cheaper with the cost increasing by 2 levels per repair so you can get some decent use out of most items.
While you can get it from villagers (for the same cost as any other level 1 enchantment, which is 5-17 emeralds) it is much harder to get enchantments since they have a 1.75% chance of unlocking a single enchanted book trade per final trade - and it can be replaced with a cheaper trade even as the enchantment quality decreases. And you can't make an auto fishing farm to get them (or anything else other than fish, if they even work at all since fishing mechanics, not just what you can catch, were changed in 1.7).
Of course, prior to 1.8 you can buy any type of diamond equipment from blacksmiths, making mining for diamonds to maintain your gear just as obsolete (in some cases you may have to use partially damaged tools, as I have to do with my Sharpness V, Knockback II, Unbreaking III sword, which costs just one level too much - unless you wear out the sacrifice by 60 durability) - I've saved thousands of diamonds since I started trading (not that I need to since I get far more than I need even without using Fortune, which I only used for short time, and mining in one of the most inefficient manners in terms of diamonds found per hour and blocks mined per diamond).
Then again, TMCW fixes that by nerfing diamond gear and adding a new tier, amethyst, which can only be obtained by mining (3-8x rarer than diamond) or the very rare mob drop; it also exploits the durability costs to make them extremely expensive to repair (3x the durability of diamond but less durability per repair since you can't use new items, only single units, which restore 25% durability each. Both the rarity and repair costs, which can be up to 49 instead of 39 levels, were balanced around my playstyle and I still find enough amethyst and get enough XP to increase them even more if I wanted to).
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?
They have quite a stack of those—very longstanding bugs that have a profoundly-negative impact on the game that the community has even fixed for them. I just cannot even imagine their excuse.
More carnage from the bug:
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
First one of those I found was the side (just the side). Looked like a ship as I approached, but it was just a facade with nothing behind it.
That's a nice haul you got there, but you could have gotten a lot more if you had fully raided the end city (I always clean them out). I have gotten nearly a stack of shells from a large city. I have stacks and stacks of shulker shells now in my mushroom peninsula world, but where I really need them is my older island world.
I have designed a compact (3x3x3) automatic shulker box loader that I want to build in SSP, but I don't have many shulker boxes in the world with the high output farms, and I don't have many high output farms in the world where I have lots of shulker boxes. LOL. Guess I need to do more end city raiding in my older world.
I have started mapping the outer end islands in my older world to avoid finding the same cities over and over again.
I've never had much luck fishing for Mending. I have gone AFK fishing for days and nothing. But I did eventually get villagers with decently priced mending trades in both of my current worlds. One was in the underground iron farm I built near my base.
Myself, along with a few others have been working on our spawn island of our SMP server.
In Minecraft 1.11.2 (haven't yet updated to 1.12), I redesigned all of my XP farms to bypass the mob cramming entity rule put in place such that I can now resume cramming unbounded quantities of mobs. This is possible due to a vine trick that is used in conjunction with slime blocks, completely vanilla without use of commands or other cheats.
Old skeleton farm:
New skeleton farm:
Old Blaze Blaster:
New Blaze Blaster:
Cave spider farm proved unsuccessful with this trick, so I instead utilized their climbing behavior to collect them in two spots, potentially holding 50+ cave spiders with the cramming rule in place. The crusher extends all three blocks in the chamber.
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.
Haven't had the chance to play as much as I would like to recently, so when I finally got some spare time to play eariler today I decided to start a brand new modded world. I couldn't think of what kind of house I wanted, so I just ended up building into the side of a little mountain in a Grove Biome from the Biomes o Plenty mod. Here is how it's turning out so far:
Decided to go all out and decorate for Halloween. I really like how it's coming along so far. I'm pretty much done with the front of the house. Gotta start working on hollowing out the inside now and making rooms. I'm trying to play strictly survival with no creative, so that might take a while. (Although I kinda had to go into creative for the cobwebs, but we will pretend like that doesn't count...).
Might come back and post some pictures of the inside once I have done some work on it.
Missymomo
I decided to start a new main world in modern Minecraft, I'm not abandoning my almost 7-year-old main world by any means but I wanted to try something new without obscene amounts of travelling , chunk walls and limitations. Although I've had other worlds they've been "ideas" not "main worlds" so this'll be the first in a very long time.
I spawned unremarkably in a forest of natural oak, birch and dark oaks, at least the latter gave me early mushrooms. Seeking a higher ground to get a perspective of the world around me i did see something in the distance at the end of the first night that was promsing - my favourite biome.
First night inventory:
Spent the night fishing using this stream:
Something good for the morning:
Savanna biomes are my favourite biomes so I want to settle there and one part seems equality fascinating a rounded low hill and behind it a more tall and slanty mountain, handily right next to a desert.
The rounded low mountain isn't wide enough to build on without major terraforming and that was a flat spot up on the slanty mountain, which also has a waterfall down one side. I've set up a small camp on this flat spot on the slanty mountain but I'm not sure where to build yet. The waterfall led me into a cave which after a branch mine also led into a ravine (No abandonded mine.) Here's the camp, inventory for night 3 and I think night 5 respectivley and interesting mountain shapes in the distance.
Not sure where or what to build for a home yet, there's a nice green patch of grass among the savana grasslands. I don't want to do anything I've already done like yet another home in a mountain, modern home, home on a mountain, underground home, ravine home/castle fort etc.
I'm currently trying to find inspiration
Closed old thread
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Recently built an automatic flower farm (in a swamp biome ay my current base so it will only harvest blue orchids) to see how it would work, with the idea of building one in a flower forest area nearby. Basically dispensers fire bone meal onto the grass to grow the plants, then a water system flows for about 3-4 seconds afterwards to flush the growths to a central row of hoppers to a sorter below. Obviously, apart from keeping the dispensers with the bone meal topped up (bones are now in short supply!) I was concerned whether grass submerged underwater (even tho its only a short time) would start turning to dirt, and the farm would become unusable after a while. But I’ve had no issues so far, probably due to the fact the farm activates only four times a day - its hooked to a dual daylight/inverted daylight sensor array with a dual edge detector which fires the farm roughly at sunrise, midday, sunset and midnight (although there currently is an issue with inverted daylight sensors sending out the wrong signal strength). I have also allowed four grass blocks in the corners outside the boundaries of the farm, which can repair the grass over time – I can just deactivate the farm and leave it for a few days to re-grass over. Works a treat so far. I think I may do the Flower Forest one connected to Hopper Timer as it will be an AFK design (the blue orchid one is in the area of the base where I’m working currently, so it fires anyway)
Other pics:
Yield after about 5 days …
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Not sure if you would consider this "cheaty" or not, but if you use Optifine with the clear water option on, grass grows underwater (I forget to what depth, but it's something like 9 or 10 blocks)
I wouldn't consider that "cheaty" since the dirt blocks are being exposed to enough light so grass can grow on top of it. Usually the water dims the light level for everything underneath the water's surface, so when you have clear water on the water is no longer able to dim the light level as much as it usually does which contributes to grass growing underwater.
I know you probably already know this, but I'm unsure whether you don't know why this happens or you do know why it happens. Because I am not sure, I stated why it happens just to be safe.
In previous discussions about this, I've read it is a bug in OptiFine.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
This happens because Optifine reduces the light opacity of water blocks from 3 to 1 so it does not reduce light as quickly, and grass (as well as mycelium) blocks are hardcoded to only grow or survive under blocks with a light opacity of 2 or less, in addition to a light level of 4 or more (otherwise, it would grow underwater even in vanilla since a light opacity of 3 means that light level falls by 3 levels per block, so 4 blocks are needed to reduce it to less than 4):
The fix for this is pretty simple; I modified the code to specifically check for water and if it is a stationary source block it prevents grass from spreading or surviving (it can still spread/survive under water spreading from a source block as well as any type of flowing water block; the latter only exists for a brief moment (5 ticks or 0.25 seconds, the time it takes water to spread one block) as water actively spreads so there is little point in checking for it. For comparison, the time it takes for grass to die is the average time between block ticks, 68 seconds, while spreading is even slower (and more random) due to randomly choosing 4 blocks within a 3x3x5 area):
I do not know why sp614x has not bothered fixing this bug yet if it is that simple (based on this bug report they consider it to be invalid/WAI, not unlike like Mojang's stance on many bugs; despite the date this is a very old bug). I even added this fix to TMCW even though it only does anything when Optifine's clear water is used since I modified grass/mycelium anyway so they would not spread on coarse dirt and podzol (otherwise I'd need to make specially modified classes for my own use, and TMCW is mainly made for that reason anyway. The code I modified is not altered by Optifine so it is fully compatible regardless of the order of installation).
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?
working on a passive mob zoo. Dug a 5000 block long tunnel to Mushroom Island. Put dirt along the floor, because I don't have a silk touch shovel. After several days of shepherding it along, finally got mycelium back at my base. And now I have mooshrooms at my base.
Also, just this weekend I finished up all the advancements except for How Did We Get Here. That's what I'm working on now, as the idea of luring bunnies the kilometer to my base is just tiresome. I'll get to it.
So far, have a nether portal at my end portal. Luckily, it's only around 100 blocks or so from the nether fortress, so I'll be able to kite a wither skeleton into the end "fairly" easily.
Now, I'm off looking for an ocean monument so I can build a nether portal above it. Mining fatigue is one of the effects you need for the last advancement.
You do not need to use a shovel to get grass or mycelium; you could even use shears when they could get Silk Touch (unlike other tools they would only lose durability when used on their intended blocks so this was a popular exploit); this works for all blocks which can be harvested by hand (for the most part only stone and metal-based blocks require a tool). Given that you seem to be quite far into your world (almost every advancement) I'd be very surprised that you do not have Silk Touch on at least one tool (I always get it on a pickaxe so I can pick up Ender chests, which I use like backpacks; even in 1.9+ it is much easier to use them than Shulker boxes, given that the latter requires "beating" the game). Also, you can kill an Enderman while it is holding a block, including grass or mycelium, and it will drop it.
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?