I mean, it is the point of transport in the game. Balance is important obviously but when you've done the painstaking task of spawn proofing a significant trail of your territory don't you deserve to have a safe mode of transportation that gets you from A to B without interruption? I wouldn't bother playing this game if there was no reward in doing anything in survival. I'm not one of those people who care about competitive PVP so for people like me, we're not really that fussed if we get there with gaming god level skills or not. And the important thing about video games isn't to show off how talented you are, that's what jobs are for, games are supposed to be fun, that's all that matters.
I mean, it is the point of transport in the game. Balance is important obviously but when you've done the painstaking task of spawn proofing a significant trail of your territory don't you deserve to have a safe mode of transportation that gets you from A to B without interruption? I wouldn't bother playing this game if there was no reward in doing anything in survival. I'm not one of those people who care about competitive PVP so for people like me, we're not really that fussed if we get there with gaming god level skills or not. And the important thing about video games isn't to show off how talented you are, that's what jobs are for, games are supposed to be fun, that's all that matters.
"we don't end up needlessly damaging our riptide tridents using a water shaft to get up or down in Java edition. "
It seems to me like you want on, on, on, dopamine wise with no breaks, if you must rush up and down this fast. I'm fine with just walking or water elevators.
I'm not aware of anything in 1.18/19 that radically changes the mechanics of changing height [other than there being quite a bit more of it].
Bubble column up and drop shaft down still seem to be tops for speed with safety.
Up elevators can also be easily fitted to double as item transport channels – either pausing the items while the player is in the column or dealing with any inventory issues.
Drop shafts with water brakes (vines in the nether are not too bad an alternative) are faster than down bubbles and remove the need to wear FrostWalker/crouch. [Landing on a hopper (or haybale/slimeblock with hopper minecart) allows item transport as well.]
The only advantages I can see to Riptide tridents are making multi-level systems simpler and allowing entry without actually moving to the water column… and they are unusable in the nether.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
"we don't end up needlessly damaging our riptide tridents using a water shaft to get up or down in Java edition. "
It seems to me like you want on, on, on, dopamine wise with no breaks, if you must rush up and down this fast. I'm fine with just walking or water elevators.
When I said efficiency I meant speed, not safety.
No, I just have limited patience the same as everybody else does. Something as mundane as water shouldn't be damaging tridents, period.
At least on bedrock edition this isn't an issue but on Java for some awkward reason tridents can be damaged even if you didn't even touch a mob.
Things like that wouldn't encourage me from playing Minecraft, in fact they would discourage me from it, and I'd end up playing different games that don't cause you to waste time sitting in front of an XP farm to repair your gear.
It's acceptable to repair gear with mending and XP in the case of combat, or certain hazards like fire and lava.
But where water is concerned that's where it should stop, otherwise you may have Iron armour rust in the game and I'm pretty sure that would be an unpopular move as I don't see many people on here asking Mojang to do that.
Edit anyways this isn't even a feature of 1.18, I was merely pointing out the convenience of transportation now that the ground depth has been increased. Riptide tridents are a fast way to get to higher elevations and in the case of bedrock edition, you can do that without damaging your trident which was the point I brought up. But if content parity means a nerf to tridents in bedrock edition in the future, we'd have less options for speedy transportation. Knowing Mojang's incompetence lately though I wouldn't put it past them to end up doing this as they seem to have a habit of adding in things almost nobody wants.
I'm not aware of anything in 1.18/19 that radically changes the mechanics of changing height [other than there being quite a bit more of it].
Bubble column up and drop shaft down still seem to be tops for speed with safety.
Up elevators can also be easily fitted to double as item transport channels – either pausing the items while the player is in the column or dealing with any inventory issues.
Drop shafts with water brakes (vines in the nether are not too bad an alternative) are faster than down bubbles and remove the need to wear FrostWalker/crouch. [Landing on a hopper (or haybale/slimeblock with hopper minecart) allows item transport as well.]
The only advantages I can see to Riptide tridents are making multi-level systems simpler and allowing entry without actually moving to the water column… and they are unusable in the nether.
Agreed.
I don't like complaining about things, who does? however Mojang have not really done a whole lot that is worthy of a standing ovation. In plenty of other games I haven't seen an update that made me go "the negatives outweigh the positives here" but with Mojang it's different, the mining system is more grindy because of deepslate taking longer to mine than stone, and while the ground is deeper our methods of transport are limited.
A mineshaft elevator being added could add another use for copper, and if they do end up nerfing riptide tridents in bedrock edition,
then a mineshaft elevator would become more of a necessity for speedy transportation from bottom to top.
You could use bubble columns, but if you use frost walker boots, then your boots end up damaged by the time you touch a magma block.
I'm aware that in Java edition you can use mods to add in certain changes, but to me, having to mod your game to get an enjoyable experience out of it is too much of a cop out for developers not thinking things through before they add features to the vanilla game that you paid for. Mods are free of charge at least, but that is beside the point IMHO.
These custom builds youre talking about sound very interesting to me and is probably exactly what i was looking for.
I know of the custom "not so secret saturday" minecraft alpha builds, but i dont play them anymore, primarily because alpha is a bit too old for me and the developers are a**holes.
Would you mind if i could try one of your own custom minecraft builds out for myself?
It is the second link in my signature; the mod itself has been publicly available for 8 years but very few know about it, mainly since it is not a Forge mod, nor is it compatible with any other known mod (I still get people attempting to use other mods with it despite the disclaimer), and 1.6.4 is not a popular "golden age" version (even the looser definition on r/GoldenAgeMinecraft only includes up to 1.2.5, apparently because the SSP-SMP merge was that bad, otherwise versions like 1.7.10, etc are the only "old" versions with any degree of community-scale active modding), though I myself see little reason for the base version to have anything to do with mods (you could very well mod Beta 1.7.3 to have all the features of TMCW, as well vanilla up to 1.6.4; TMCW itself includes many features that were either directly backported from or based on features in a newer version).
Somewhere between 'Somewhat Dislike' and 'Strongly Dislike'. Many nice features added which are great, but a few really BAD (IMO) features. Haven't been playing since 1.15 so these may be far out of the general consensus.
1. Iron is tough as hell to find. I tried on highest mountain I could find and it still seems rare. Better at the 16 level but still bad.
2. What to do with all the copper? Averaging 10 stacks copper for every stack of iron.
3. REALLY, REALLY went way too far with the caves and void spaces. Can't dig anywhere without hitting one. Seems to be nearly 50% voids.
4. Nerfed the hell out of mineshafts. Not only rare, but most seem consumed by the voids so no walls to mine in.
Still trying to get a handle on the nether changes. Surprised by being attacked by a bunch of new type MOBs and all the strange plant life.
Somewhere between 'Somewhat Dislike' and 'Strongly Dislike'. Many nice features added which are great, but a few really BAD (IMO) features. Haven't been playing since 1.15 so these may be far out of the general consensus.
1. Iron is tough as hell to find. I tried on highest mountain I could find and it still seems rare. Better at the 16 level but still bad.
2. What to do with all the copper? Averaging 10 stacks copper for every stack of iron.
3. REALLY, REALLY went way too far with the caves and void spaces. Can't dig anywhere without hitting one. Seems to be nearly 50% voids.
4. Nerfed the hell out of mineshafts. Not only rare, but most seem consumed by the voids so no walls to mine in.
Still trying to get a handle on the nether changes. Surprised by being attacked by a bunch of new type MOBs and all the strange plant life.
The entire formula of the game has changed with the last four updates for sure. There is no longer a safe way to beat it because tunneling is just not an option anymore.
Before 1.18 diamond percentage. 36.98% chance when below y12.
after 1.18 diamond percentage somewhere between 12.00% and 0.10% when below somewhere idk all im saying is its impossible to find diamonds now(not really but it takes 3 times longer) in 1.18
Rollback Post to RevisionRollBack
Fools think their own way, but the wise follow others. -Proverbs 12:15
Diamonds are incredibly frequent at the bottom of the world, they appear much more frequently the further down you go, so the theroetical best level is now just above the bedrock, down there they appear the same amount as lapiz.
Diamonds are incredibly frequent at the bottom of the world, they appear much more frequently the further down you go, so the theroetical best level is now just above the bedrock, down there they appear the same amount as lapiz.
Can confirm, new server yesterday and three to four diamond ores in deep underground giant caves + mineshaft. Takes time and a lot of mobs but it's doable
So this thread and the 1.18 update are a bit old by now, but as the thread is still stickied (but the 1.19 one isn't?), I'll add my opinion while I'm around since I wasn't back when 1.18 was coming out.
I'm rather surprised to see how many people seem between neutral or even dissatisfied with this update. I had the impression it was a highly loved update. For me, as someone who has been playing since 1.2.5, the 1.18 update was the best update to the game, and not even by a little bit but by a lot. It reinvigorated my love for this game.
I should clarify I'm counting 1.17 and 1.18 as one collective update as they sort of are.
The terrain changes were almost entirely positive to me.
I love the new mountains. They are far better than what we had prior.
I love the new caves too. They are better than what we had when I started in 1.2.5 until 1.6.4, and they are definitely FAR better than the sorry excuse for what we had between 1.7 to 1.16. I largely stayed on my first world for a long time, but started a new one in 1.16 some time back since I thought my older world might indefinitely stay pre-1.13 at least, and one thing I was having some difficulty with was accumulating ores at the start. Maybe I was too used to the ease of resources from the 1.6 and prior caves but I never knew HOW awful the 1.7 to 1.16 ones were until then. For added clarity, I don't tend to branch mine unless necessary, and I avoid making AFK/farms that just get you things, but it speaks to how lacking the caving part was IMO. I like just caving, and for me it was MUCH better after 1.18. After 1.18 released, I had more materials from caving than I knew what to do with, especially if you run into an iron vein, and I love how they split the depths of certain things (like coal being more common higher) rather than having a "one size fits all depth". To be fair, a reason i was getting so much more could be because I was so in love with caving now that I spent so much more time doing it though? And this was before the Deep Dark biome and ancient cities were even added (but that's 1.19 so I can't count it here). While I'm touching on that though, I wish the shrieker counters worked whereby if one sensor was in range of multiple shriekers and sent them all off, they all added up at once. But they don't. The first time I set one off, I got the darkness effect and thought it set off multiple and spawned a Warden since I didn't know you got the darkness effect just from the shrieker, so I absolutely panicked and ran, only to find out... I ran for no reason. Sure it involves waiting, but it's almost impossible to summon one if you try not to knowing that. I have yet to spawn a Warden and I doubt I will until I want to, which I find sad. Anyway, enough talk about 1.19.
The changes to spawning where a light level of 0 were required were... nice? I wouldn't have thought to think about or ask for it before, but now that it's here, it's nice to not have to need so much light to prevent it.
I'm neutral on copper. I don't love it and often skip over it, but I don't mind it either. I feel it has enough uses for now something new, given it leans more into a building rather than just utility block. But I wouldn't be opposed to it being improved later, either.
I love the goats! They join the parrots and llamas as "new" mobs I just absolutely love seeing.
The music is fantastic. I love it, all of it. I also love C418's stuff but I also love this, and when I was playing 1.10 for a while, only hearing the older music served as one more barrier that made that version feel old.
There's too many smaller quality of life changes to mention, like one prime one for me being able to turn dirt blocks into path blocks (I know it was formally 1.17 that did this, but again, they are two collectives of one whole I'm referring to). When I started my new world in 1.16, it was SO annoying waiting for grass to spread to do this.
As for the terrain generation, something I didn't notice until seeing someone point it out is that biomes have more of a "blobby" and rounded shape now rather than being more random. I suppose I'd prefer it the other way, but it's nothing that ruins things for me. Unfortunately, the temperate/climate system remains rather strict, but this isn't a change 1.18 made. Confusing how people are complaining about this but then pointing to certain older versions as better, when sometimes those same versions they are talking about had the climate system too. 1.7 is what introduced this. My own opinion is that climate system is nice and in 1.18+ especially I'd probably rather have it, but it needs to be less strict. But this was, again, more of a missed opportunity of 1.18 rather than a negative change it made itself.
Another terrain generation change complaint I see that somewhat confuses me is all the surface openings. I don't disagree that they are numerous and many, but honestly, looking at my 1.2.5 to 1.6.4 era terrain on a map and comparing it to 1.18+, the older area surface is also a crater a lot of the times too.
Another complaint I see is finding flat land. I haven't had much trouble there. *shrugs*
The larger caves do have the possible drawback of feeling more empty than prior ones, but... the prior ones were tiny. I think it's unfair to compare 1:1 as the large ones would be too packed with that same ratio, but I wouldn't mind if they had a bit more than currently. Though I understand they are as they are for performance reasons.
Speaking of which, performance is down relative to 1.16. I'm... okay with this as I feel the features they brought (deeper underground and higher build limit) were worth it. Unlike 1.7 and 1.8 which just... both brought performance down and had little to show for it (if it isn't obvious, 1.8 is my least liked version, and 1.7 was hardly better).
And speaking of 1.7, it had the title "the update that changed the world". 1.7 sits in a mixed spot for me, equally liked and disliked. 1.18 in contrast is sort of "the update that changed the world 2.0" but I almost entirely like it. 1.13 and 1.14 were VERY rough at the time, but they set the ground work for what would be a new wave of updates that collectively would make the game much different, and IMO much better overall. Playing 1.12 and prior just feels so... lacking to me now. It's why I took my old world, pruned a lot of the space I didn't build in, and updated it.
Which brings me to my next point. The terrain blending feature is one of the most underappreciated things about this update. It's largely what made it worthwhile to update my old world. It originates from 1.2.5, but because 1.7 made terrain changes and I disliked the chunk borders, it forced me to pre-generate a large core area, and then use a nether tunnel to get to new lands. It worked, but... the end result was we were basically playing 1.6.4 with some new wood types we'd gather if we wanted to spend an unbelievable amount of time traveling to the new area to get them. This terrain blending feature actually makes it feel like my world is properly in a new version.
It wasn't perfect. The whole COVID thing had impacts that resulted in it being split over not just two updates, but arguably three. Some other things still weren't included (like archeology, but I'll be honest and say that doesn't bother me as I'm totally neutral on it). But I am okay with that given the circumstances, plus since it was the best update for me, even if I know that's subjective. one thing Mojang should do though is not promise so much if they can't deliver, which hopefully they learned from 1.19. They need to get to that backlog of things they promised IMO. Other imperfections were that it required performance drops which probably isn't a thrill for those on older systems (though at least on java you can play older versions still), and I guess I'm less bothered by this because that's just how it is in the tech world. Eventually older stuff needs upgraded to keep up. I'm not saying Mojang is doing the best on performance though. But for me at least, overall, this one update invigorated my love for this game again and was, by far, the best update the game has seen. It'd be hard for me to play pre-1.18 now and not feel like I was missing too much, and pre-13 (or really even 1.14/1.16) especially feels absolutely outdated.
After 1.18 released, I had more materials from caving than I knew what to do with
I've never played on 1.18 but I find it extremely hard to believe that you can find resources anywhere near as efficiently as in 1.6.4, where I mine an average of more than 3,000 ores per play session at rates occasionally exceeding 1,000 per hour, day after day, month after month, etc. This post is pretty self-explanatory - not only did they make coal and iron 2-3 times rarer but a lot of it doesn't generate if it is exposed to air, or below sea level (I do not include mountains if there are no/few caves in them), and my own experience playing on modded worlds with what must be similar to 1.18 cave generation (I have no idea, but TMCW has over twice the volume of caves as 1.6.4; the largest single caves I've explored had volumes of over 1.6 million blocks, upwards of 2 million when counting everything directly connected to them, with 20,000 ores mined from them) shows little impact on mining rates, even when including various other modded advantages (e.g. a "Vein Miner" enchantment that lets me mine most smaller veins in a single click and Ender chests with double the capacity):
Note that the hourly rate for TMCW5 is only about 3% higher than World1 (vanilla 1.6.4), and if you include mineshaft/dungeon related resources I actually collect about 3% per hour more in vanilla; the effect of additional modded ores (amethyst and ruby) is insignificant, as is the increased generation of emerald ore (up to sea level instead of 4-31 with a similar density).
These are examples of some of the caves I've explored (again, I have no idea how this all compares to 1.18):
This is a map of "special" cave variants (excluding "vanilla" caves and ravines, which are still modified in various ways, and only make up about a third of the underground volume, and mineshafts, which are less common than in 1.6.4 but still much more common than in 1.7+ and vary more in size) within the areas I explored over about 10 1/2 months, mostly within a 3x3 area of level 3 maps (3072x3072 blocks, extending a bit outside, plus an extension to the northeast), followed by surface and underground renderings of the world:
These are giant cave regions, the largest single underground feature in TMCW, about 350 blocks across with a volume of 1.5-1.8 million blocks:
These only show some of the larger open areas from one of the giant cave regions:
These are the largest single caves that I've found, including the largest known cave in vanilla 1.6.4; I also include the largest cave I've found in my first world (World1, which is more or less typical for a 6144x6144 area; the caves in TMCW are close to the average for a 3072x3072 area):
This is most of a mineshaft suspended inside the cave:
This is a slightly smaller cave with a volume of 566,000 blocks:
This cave has a volume of 414,000 blocks:
These are the largest ravines I've found, compared to the largest known ravine in vanilla 1.6.4 (the Wiki indicates that they were not significantly changed in 1.18, if at all):
This is the slightly smaller ravine:
Even the largest caves I've explored aren't anywhere near the largest they can get:
This is one of the largest known caves, with a few larger caves found with my own cave search tool:
A combination of one of the largest known caves and ravines:
And sorry if my excitement made me post sloppy and word it poorly. My comparison wasn't meant to be between 1.6 and prior caves and 1.18 and later caves, nor that resource gathering efficiency would commonly favor it. Rather that part was referring solely to my own situation in my 1.16 world (with 1.7 to 1.16/17 style caves) and contrasting that with 1.18. I think before I took my absence, I even made a post at one point about how I was finding out firsthand how frustrating I was finding 1.7+ caves and how they were not as fun nor easy for me to get resources.
It's very possible the 1.18 caves have the mathematical factors not in its favor compared to 1.6, or even compared to the 1.7 to 1.16 ones. I can't speak to that. I did add that maybe my fun with caving in 1.18, which led to me doing it so much more, may have helped me come out with more.
Also, I definitely don't think I can mine more efficiently than you, the master at caving, in your own version (or in any version). But at least for my inefficient self, 1.18 definitely wins out against 1.7 to 1.16 caves, and maybe even to 1.6 and prior caves (if not on resource awards than surely on fun). At any rate, caving and resource gathering for me was way improved in that version which was a big part in what made it such a great version for me (the other general big one being it reinvigorated my desire to explore and adventure, and by extension, build).
Yeah, I agree. I do like the old styles of the game from beta 1.0 up to 1.6 though. But I found the game largely unpleasant until at least 1.13 and stayed on 1.5 a long time as a result.
What we have with 1.13+ is a move from a small world feel to a big world feel, and while I dislike the complexity and size, it is more adventurous to explore now, much like the beta versions. It's very different from the classic game's feel but it is enjoyable in its own right. Luckily I am in touch with people who have a lot of older betas heh.
I mean, it is the point of transport in the game. Balance is important obviously but when you've done the painstaking task of spawn proofing a significant trail of your territory don't you deserve to have a safe mode of transportation that gets you from A to B without interruption? I wouldn't bother playing this game if there was no reward in doing anything in survival. I'm not one of those people who care about competitive PVP so for people like me, we're not really that fussed if we get there with gaming god level skills or not. And the important thing about video games isn't to show off how talented you are, that's what jobs are for, games are supposed to be fun, that's all that matters.
"we don't end up needlessly damaging our riptide tridents using a water shaft to get up or down in Java edition. "
It seems to me like you want on, on, on, dopamine wise with no breaks, if you must rush up and down this fast. I'm fine with just walking or water elevators.
When I said efficiency I meant speed, not safety.
RE end game elevators (up & down)
I'm not aware of anything in 1.18/19 that radically changes the mechanics of changing height [other than there being quite a bit more of it].
Bubble column up and drop shaft down still seem to be tops for speed with safety.
Up elevators can also be easily fitted to double as item transport channels – either pausing the items while the player is in the column or dealing with any inventory issues.
Drop shafts with water brakes (vines in the nether are not too bad an alternative) are faster than down bubbles and remove the need to wear FrostWalker/crouch. [Landing on a hopper (or haybale/slimeblock with hopper minecart) allows item transport as well.]
The only advantages I can see to Riptide tridents are making multi-level systems simpler and allowing entry without actually moving to the water column… and they are unusable in the nether.
No, I just have limited patience the same as everybody else does. Something as mundane as water shouldn't be damaging tridents, period.
At least on bedrock edition this isn't an issue but on Java for some awkward reason tridents can be damaged even if you didn't even touch a mob.
Things like that wouldn't encourage me from playing Minecraft, in fact they would discourage me from it, and I'd end up playing different games that don't cause you to waste time sitting in front of an XP farm to repair your gear.
It's acceptable to repair gear with mending and XP in the case of combat, or certain hazards like fire and lava.
But where water is concerned that's where it should stop, otherwise you may have Iron armour rust in the game and I'm pretty sure that would be an unpopular move as I don't see many people on here asking Mojang to do that.
Edit anyways this isn't even a feature of 1.18, I was merely pointing out the convenience of transportation now that the ground depth has been increased. Riptide tridents are a fast way to get to higher elevations and in the case of bedrock edition, you can do that without damaging your trident which was the point I brought up. But if content parity means a nerf to tridents in bedrock edition in the future, we'd have less options for speedy transportation. Knowing Mojang's incompetence lately though I wouldn't put it past them to end up doing this as they seem to have a habit of adding in things almost nobody wants.
Agreed.
I don't like complaining about things, who does? however Mojang have not really done a whole lot that is worthy of a standing ovation. In plenty of other games I haven't seen an update that made me go "the negatives outweigh the positives here" but with Mojang it's different, the mining system is more grindy because of deepslate taking longer to mine than stone, and while the ground is deeper our methods of transport are limited.
A mineshaft elevator being added could add another use for copper, and if they do end up nerfing riptide tridents in bedrock edition,
then a mineshaft elevator would become more of a necessity for speedy transportation from bottom to top.
You could use bubble columns, but if you use frost walker boots, then your boots end up damaged by the time you touch a magma block.
I'm aware that in Java edition you can use mods to add in certain changes, but to me, having to mod your game to get an enjoyable experience out of it is too much of a cop out for developers not thinking things through before they add features to the vanilla game that you paid for. Mods are free of charge at least, but that is beside the point IMHO.
It is the second link in my signature; the mod itself has been publicly available for 8 years but very few know about it, mainly since it is not a Forge mod, nor is it compatible with any other known mod (I still get people attempting to use other mods with it despite the disclaimer), and 1.6.4 is not a popular "golden age" version (even the looser definition on r/GoldenAgeMinecraft only includes up to 1.2.5, apparently because the SSP-SMP merge was that bad, otherwise versions like 1.7.10, etc are the only "old" versions with any degree of community-scale active modding), though I myself see little reason for the base version to have anything to do with mods (you could very well mod Beta 1.7.3 to have all the features of TMCW, as well vanilla up to 1.6.4; TMCW itself includes many features that were either directly backported from or based on features in a newer version).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I have not played 1.18 yet
Somewhere between 'Somewhat Dislike' and 'Strongly Dislike'. Many nice features added which are great, but a few really BAD (IMO) features. Haven't been playing since 1.15 so these may be far out of the general consensus.
1. Iron is tough as hell to find. I tried on highest mountain I could find and it still seems rare. Better at the 16 level but still bad.
2. What to do with all the copper? Averaging 10 stacks copper for every stack of iron.
3. REALLY, REALLY went way too far with the caves and void spaces. Can't dig anywhere without hitting one. Seems to be nearly 50% voids.
4. Nerfed the hell out of mineshafts. Not only rare, but most seem consumed by the voids so no walls to mine in.
Still trying to get a handle on the nether changes. Surprised by being attacked by a bunch of new type MOBs and all the strange plant life.
The entire formula of the game has changed with the last four updates for sure. There is no longer a safe way to beat it because tunneling is just not an option anymore.
XD
Hate it. I cant find diamonds at all
heres a little chart ill make
Before 1.18 diamond percentage. 36.98% chance when below y12.
after 1.18 diamond percentage somewhere between 12.00% and 0.10% when below somewhere idk all im saying is its impossible to find diamonds now(not really but it takes 3 times longer) in 1.18
Fools think their own way, but the wise follow others. -Proverbs 12:15
Its pretty cool. the huge mountains give me alot of ideas for bases
Does anyone have any ideas for builds up in the mountains?
I personally wanna build a custom mini deep dark inside a big mountain.
it will be a pretty cool addition to my base.
yeah! i was completely thrown off in mining after 1.18. that combined with the new ores that I haven't gotten used to really annoys me
", times, serif">everything has been falling down since the marketplace
>12.00% and 0.10% when below somewhere idk
Diamonds are incredibly frequent at the bottom of the world, they appear much more frequently the further down you go, so the theroetical best level is now just above the bedrock, down there they appear the same amount as lapiz.
Can confirm, new server yesterday and three to four diamond ores in deep underground giant caves + mineshaft. Takes time and a lot of mobs but it's doable
i might have spoofed the stats a bit. not much though just kinda guessed
Fools think their own way, but the wise follow others. -Proverbs 12:15
So apparently baby farm animals spawn naturally in java now, as they do in bedrock.
So this thread and the 1.18 update are a bit old by now, but as the thread is still stickied (but the 1.19 one isn't?), I'll add my opinion while I'm around since I wasn't back when 1.18 was coming out.
I'm rather surprised to see how many people seem between neutral or even dissatisfied with this update. I had the impression it was a highly loved update. For me, as someone who has been playing since 1.2.5, the 1.18 update was the best update to the game, and not even by a little bit but by a lot. It reinvigorated my love for this game.
I should clarify I'm counting 1.17 and 1.18 as one collective update as they sort of are.
The terrain changes were almost entirely positive to me.
I love the new mountains. They are far better than what we had prior.
I love the new caves too. They are better than what we had when I started in 1.2.5 until 1.6.4, and they are definitely FAR better than the sorry excuse for what we had between 1.7 to 1.16. I largely stayed on my first world for a long time, but started a new one in 1.16 some time back since I thought my older world might indefinitely stay pre-1.13 at least, and one thing I was having some difficulty with was accumulating ores at the start. Maybe I was too used to the ease of resources from the 1.6 and prior caves but I never knew HOW awful the 1.7 to 1.16 ones were until then. For added clarity, I don't tend to branch mine unless necessary, and I avoid making AFK/farms that just get you things, but it speaks to how lacking the caving part was IMO. I like just caving, and for me it was MUCH better after 1.18. After 1.18 released, I had more materials from caving than I knew what to do with, especially if you run into an iron vein, and I love how they split the depths of certain things (like coal being more common higher) rather than having a "one size fits all depth". To be fair, a reason i was getting so much more could be because I was so in love with caving now that I spent so much more time doing it though? And this was before the Deep Dark biome and ancient cities were even added (but that's 1.19 so I can't count it here). While I'm touching on that though, I wish the shrieker counters worked whereby if one sensor was in range of multiple shriekers and sent them all off, they all added up at once. But they don't. The first time I set one off, I got the darkness effect and thought it set off multiple and spawned a Warden since I didn't know you got the darkness effect just from the shrieker, so I absolutely panicked and ran, only to find out... I ran for no reason. Sure it involves waiting, but it's almost impossible to summon one if you try not to knowing that. I have yet to spawn a Warden and I doubt I will until I want to, which I find sad. Anyway, enough talk about 1.19.
The changes to spawning where a light level of 0 were required were... nice? I wouldn't have thought to think about or ask for it before, but now that it's here, it's nice to not have to need so much light to prevent it.
I'm neutral on copper. I don't love it and often skip over it, but I don't mind it either. I feel it has enough uses for now something new, given it leans more into a building rather than just utility block. But I wouldn't be opposed to it being improved later, either.
I love the goats! They join the parrots and llamas as "new" mobs I just absolutely love seeing.
The music is fantastic. I love it, all of it. I also love C418's stuff but I also love this, and when I was playing 1.10 for a while, only hearing the older music served as one more barrier that made that version feel old.
There's too many smaller quality of life changes to mention, like one prime one for me being able to turn dirt blocks into path blocks (I know it was formally 1.17 that did this, but again, they are two collectives of one whole I'm referring to). When I started my new world in 1.16, it was SO annoying waiting for grass to spread to do this.
As for the terrain generation, something I didn't notice until seeing someone point it out is that biomes have more of a "blobby" and rounded shape now rather than being more random. I suppose I'd prefer it the other way, but it's nothing that ruins things for me. Unfortunately, the temperate/climate system remains rather strict, but this isn't a change 1.18 made. Confusing how people are complaining about this but then pointing to certain older versions as better, when sometimes those same versions they are talking about had the climate system too. 1.7 is what introduced this. My own opinion is that climate system is nice and in 1.18+ especially I'd probably rather have it, but it needs to be less strict. But this was, again, more of a missed opportunity of 1.18 rather than a negative change it made itself.
Another terrain generation change complaint I see that somewhat confuses me is all the surface openings. I don't disagree that they are numerous and many, but honestly, looking at my 1.2.5 to 1.6.4 era terrain on a map and comparing it to 1.18+, the older area surface is also a crater a lot of the times too.
Another complaint I see is finding flat land. I haven't had much trouble there. *shrugs*
The larger caves do have the possible drawback of feeling more empty than prior ones, but... the prior ones were tiny. I think it's unfair to compare 1:1 as the large ones would be too packed with that same ratio, but I wouldn't mind if they had a bit more than currently. Though I understand they are as they are for performance reasons.
Speaking of which, performance is down relative to 1.16. I'm... okay with this as I feel the features they brought (deeper underground and higher build limit) were worth it. Unlike 1.7 and 1.8 which just... both brought performance down and had little to show for it (if it isn't obvious, 1.8 is my least liked version, and 1.7 was hardly better).
And speaking of 1.7, it had the title "the update that changed the world". 1.7 sits in a mixed spot for me, equally liked and disliked. 1.18 in contrast is sort of "the update that changed the world 2.0" but I almost entirely like it. 1.13 and 1.14 were VERY rough at the time, but they set the ground work for what would be a new wave of updates that collectively would make the game much different, and IMO much better overall. Playing 1.12 and prior just feels so... lacking to me now. It's why I took my old world, pruned a lot of the space I didn't build in, and updated it.
Which brings me to my next point. The terrain blending feature is one of the most underappreciated things about this update. It's largely what made it worthwhile to update my old world. It originates from 1.2.5, but because 1.7 made terrain changes and I disliked the chunk borders, it forced me to pre-generate a large core area, and then use a nether tunnel to get to new lands. It worked, but... the end result was we were basically playing 1.6.4 with some new wood types we'd gather if we wanted to spend an unbelievable amount of time traveling to the new area to get them. This terrain blending feature actually makes it feel like my world is properly in a new version.
It wasn't perfect. The whole COVID thing had impacts that resulted in it being split over not just two updates, but arguably three. Some other things still weren't included (like archeology, but I'll be honest and say that doesn't bother me as I'm totally neutral on it). But I am okay with that given the circumstances, plus since it was the best update for me, even if I know that's subjective. one thing Mojang should do though is not promise so much if they can't deliver, which hopefully they learned from 1.19. They need to get to that backlog of things they promised IMO. Other imperfections were that it required performance drops which probably isn't a thrill for those on older systems (though at least on java you can play older versions still), and I guess I'm less bothered by this because that's just how it is in the tech world. Eventually older stuff needs upgraded to keep up. I'm not saying Mojang is doing the best on performance though. But for me at least, overall, this one update invigorated my love for this game again and was, by far, the best update the game has seen. It'd be hard for me to play pre-1.18 now and not feel like I was missing too much, and pre-13 (or really even 1.14/1.16) especially feels absolutely outdated.
I've never played on 1.18 but I find it extremely hard to believe that you can find resources anywhere near as efficiently as in 1.6.4, where I mine an average of more than 3,000 ores per play session at rates occasionally exceeding 1,000 per hour, day after day, month after month, etc. This post is pretty self-explanatory - not only did they make coal and iron 2-3 times rarer but a lot of it doesn't generate if it is exposed to air, or below sea level (I do not include mountains if there are no/few caves in them), and my own experience playing on modded worlds with what must be similar to 1.18 cave generation (I have no idea, but TMCW has over twice the volume of caves as 1.6.4; the largest single caves I've explored had volumes of over 1.6 million blocks, upwards of 2 million when counting everything directly connected to them, with 20,000 ores mined from them) shows little impact on mining rates, even when including various other modded advantages (e.g. a "Vein Miner" enchantment that lets me mine most smaller veins in a single click and Ender chests with double the capacity):

Note that the hourly rate for TMCW5 is only about 3% higher than World1 (vanilla 1.6.4), and if you include mineshaft/dungeon related resources I actually collect about 3% per hour more in vanilla; the effect of additional modded ores (amethyst and ruby) is insignificant, as is the increased generation of emerald ore (up to sea level instead of 4-31 with a similar density).
These are examples of some of the caves I've explored (again, I have no idea how this all compares to 1.18):
These are giant cave regions, the largest single underground feature in TMCW, about 350 blocks across with a volume of 1.5-1.8 million blocks:
These only show some of the larger open areas from one of the giant cave regions:
These are the largest single caves that I've found, including the largest known cave in vanilla 1.6.4; I also include the largest cave I've found in my first world (World1, which is more or less typical for a 6144x6144 area; the caves in TMCW are close to the average for a 3072x3072 area):
This is most of a mineshaft suspended inside the cave:
This is a slightly smaller cave with a volume of 566,000 blocks:
This cave has a volume of 414,000 blocks:
These are the largest ravines I've found, compared to the largest known ravine in vanilla 1.6.4 (the Wiki indicates that they were not significantly changed in 1.18, if at all):
This is the slightly smaller ravine:
Even the largest caves I've explored aren't anywhere near the largest they can get:
A combination of one of the largest known caves and ravines:
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?
Oh! Hi! I'm happy to see you're still around.
And sorry if my excitement made me post sloppy and word it poorly. My comparison wasn't meant to be between 1.6 and prior caves and 1.18 and later caves, nor that resource gathering efficiency would commonly favor it. Rather that part was referring solely to my own situation in my 1.16 world (with 1.7 to 1.16/17 style caves) and contrasting that with 1.18. I think before I took my absence, I even made a post at one point about how I was finding out firsthand how frustrating I was finding 1.7+ caves and how they were not as fun nor easy for me to get resources.
It's very possible the 1.18 caves have the mathematical factors not in its favor compared to 1.6, or even compared to the 1.7 to 1.16 ones. I can't speak to that. I did add that maybe my fun with caving in 1.18, which led to me doing it so much more, may have helped me come out with more.
Also, I definitely don't think I can mine more efficiently than you, the master at caving, in your own version (or in any version). But at least for my inefficient self, 1.18 definitely wins out against 1.7 to 1.16 caves, and maybe even to 1.6 and prior caves (if not on resource awards than surely on fun). At any rate, caving and resource gathering for me was way improved in that version which was a big part in what made it such a great version for me (the other general big one being it reinvigorated my desire to explore and adventure, and by extension, build).
Yeah, I agree. I do like the old styles of the game from beta 1.0 up to 1.6 though. But I found the game largely unpleasant until at least 1.13 and stayed on 1.5 a long time as a result.
What we have with 1.13+ is a move from a small world feel to a big world feel, and while I dislike the complexity and size, it is more adventurous to explore now, much like the beta versions. It's very different from the classic game's feel but it is enjoyable in its own right. Luckily I am in touch with people who have a lot of older betas heh.