I just started my exploration of a snapshot of 1.8. I have checked several seed and have the same issue: difficulty in finding coal, iron, gold, and diamonds. Copper, I dig down to level -30 and then start tunneling but only find 20 coal and 5 iron. Have the odds changed or is it just my bad luck?
snapshot 21w43a. 57 i have so much difficulty finding redstone. i mined at y-6, then y-32, then y-57. finally found diamond and when i took out the 3 diamonds, there was redstone next to it. i am going to compare if there is a new snapshot today.
I have not found any Redstone. I have tried 5 seeds so far with the same results. I hope they get it changed before the full release of 1.18 or I will stay with 1.17.
6th time is charm. I spawned on a mountain side with coal all over the place. I had no difficulty in getting over 1 stack of coal. The was also surface iron and copper. But what really surprised me were the 2 emeralds right there on the surface! Since I only had 3 iron, I prioritized getting a pair of sheers. I will be a while before I heed emeralds. Hope this keeps up but it is a good sign.
Thing is, with world getting a lot deeper, the probability of a given ore vein being at a given height go way down.
I.e. if a chunk had a vein of diamonds, it would be generally somewhere between Y 4 and 15. If you branch-mined at Y 11 with 3-tall corridors, exposing blocks at Y 11-15, (5 blocks out of 12) you would have about 40% chance to find it.
Now, that vein is somewhere between Y -60 and 15. Exposing 5 blocks out of 75 digging at a specific depth, you have about 7% chance of finding that vein. So on average you would need to dig out 6x more blocks to find it. Seeing how most of those are deepslate rather than stone, we are talking about 10x more time to do it. Even if they increase amount of veins per chunk (in my experiments with fill command, there seem to be 2 veins per chunk now), you are still looking at about 5x longer to get them. Same goes, to an extent for all other resources.
Personally, I find that in 1.18 snapshots, the size of the new caves makes it a lot easier to find stuff there. At least until I got the farms going.
There is less motivation to do caves now and to find ores now, unless they increase the non-relative ore amount.
I hope this is unintentional and it gets fixed in the final release of 1.18. Because if it doesn't get fixed then this is the start of Mojang ruining their own game, by following a trend that hasn't been derailed in game design, artificial difficulty.
There are lots of interesting ways Mojang could have added a genuine challenge to the game, even adding new area specific bosses to battle for new treasures to earn and keep, or changing the Overworld so that the further out you go the tougher hostile mobs become, and have a higher chance to spawn as well as increasing the likelihood and degree of enchantments they possess which puts players at risk and forces players to prepare themselves if they want to do exploration, meaning they would need to spawn proof their new area if they wanted to remain safe from those dangerous mobs, find a mushroom field biome which is rare, or build closer to original spawn. It's not just me who brings this up, other people have done, but for some reason or another it looks like Mojang insists on taking the lazy route and just simply nerf existing resources in the game.
Somebody said that it would be a good idea if hostile mobs spawned at higher light levels if they went too far underground,
if you reach Y 0 or below, having them spawn at light level 9 to 11 would be interesting. Additionally, I would welcome Goblins and Goblin Knights in underground temples that generate sometimes at Y negative 10 to 30 that also have enchanted armour and weapons, increasing replayability of the game, while not forcing an unnecessary grind on people or interfering with any build project they want to undertake.
If you need iron, just climb some mountains. One glance around and you'll probably find several clusters of them just pockmarking the area. You can also look down into all the ravines and... I know they call them caves, but let's face it they're HOLES. Look for some large holes in the terrain and you might see some in the walls you can dig to. You rarely have to go underground anymore.
If you need iron, just climb some mountains. One glance around and you'll probably find several clusters of them just pockmarking the area. You can also look down into all the ravines and... I know they call them caves, but let's face it they're HOLES. Look for some large holes in the terrain and you might see some in the walls you can dig to. You rarely have to go underground anymore.
Iron is cool and all but I think the progression stall is in diamonds now being rarer than netherite. Not quite logical.
-
I do agree on iron being easy to find, although this was the case before 1.18 as well. Thank goodness, because it means I can get shears and thus a bed on day one without losing any sheep in my spawn area.
Iron is cool and all but I think the progression stall is in diamonds now being rarer than netherite. Not quite logical.
-
I do agree on iron being easy to find, although this was the case before 1.18 as well. Thank goodness, because it means I can get shears and thus a bed on day one without losing any sheep in my spawn area.
It's as I said before, Mojang are not doing a good job at promoting the staple of their game. Thank goodness I've decided to make a Java 1.16 world after Christmas for friends to play on, because I can block this nonsense permanently. The new cave systems in my opinion don't really justify the bad design that Mojang imposes on their fans. I'm not denying that there are some things that could use a nerf, but the distribution of materials are not it, TMC had a far better solution, and although he nerfed some resource farms, especially Iron Golem farms, and made mending require anvils for indefinite repair of gear, he replaced farms with an improved abundance of resources underground, making caving and strip mining a more rewarding experience.
Overall, his ideas are better than what Mojang promote.
Once again, it's another example of fans outsmarting official devs in game design.
Given that he is able to acquire a lot of resources with his caving and branch mining trips,
with practice I could see myself being able to do a decent sized project with his system, stone obviously wouldn't be a problem,
nor would resources like diorite or granite. I may have an issue keeping gear repaired, but it's not like I have to use a netherite shovel all the time,
only when I am rearranging terrain for building a town, does the high level of durability of tools begin to matter for me.
It's as I said before, Mojang are not doing a good job at promoting the staple of their game. Thank goodness I've decided to make a Java 1.16 world after Christmas for friends to play on, because I can block this nonsense permanently. The new cave systems in my opinion don't really justify the bad design that Mojang imposes on their fans. I'm not denying that there are some things that could use a nerf, but the distribution of materials are not it, TMC had a far better solution, and although he nerfed some resource farms, especially Iron Golem farms, and made mending require anvils for indefinite repair of gear, he replaced farms with an improved abundance of resources underground, making caving and strip mining a more rewarding experience.
Overall, his ideas are better than what Mojang promote.
Once again, it's another example of fans outsmarting official devs in game design.
Given that he is able to acquire a lot of resources with his caving and branch mining trips,
with practice I could see myself being able to do a decent sized project with his system, stone obviously wouldn't be a problem,
nor would resources like diorite or granite. I may have an issue keeping gear repaired, but it's not like I have to use a netherite shovel all the time,
only when I am rearranging terrain for building a town, does the high level of durability of tools begin to matter for me.
I mean, at the end of the day, given how villagers and trading works, the game is entirely changed. Most setups don't even have to include an enchanting table unless you're in hard difficulty because you can just have merchants to sell you things like Mending, Sharpness VI, Protection III, Efficiency III, etc. With the Stonecutter reducing material costs, and the ability have both an infinite cobblestone generator, as well as infinite water and now infinite LAVA, the types of farms you can build, even without redstone makes it very easy to sustain yourself. I have three tree farms that replenish themselves after every harvest (spruce, birch and oak), along with those, I have the fletcher who buys all mys sticks and earns me tons of emeralds to buy any gear and enchantments I might need. Heck, even the armor smith is useful for replacing my iron armor and the excess stuff I buy while leveling him up can be smelted down into iron nuggets to make more iron ingots for whatever I need. The village I'm based near is officially a village breeder since I only allowed farmers to have jobs there and replaced all their crops with carrots (the most efficient crop for breeding them). Then it's just a matter of boating wandering villagers over to my dirt stalls where they're trapped and turned into merchants. This game is... fascinating in how much you can do with it.
he replaced farms with an improved abundance of resources underground, making caving and strip mining a more rewarding experience.
Ores are not more common than they are in vanilla 1.6.4, which actually has less ores than 1.8 and later (for example, iron is about 0.6% of blocks while in 1.17 it is about 0.7%. Also, I don't know why you dislike 1.17 because ore distribution was not changed until 1.18; only in 1.17 snapshots was it changed and this never made it to the release):
Ore distribution in 1.6.4 (both of these came from an old thread, I can't figure out how to view older images in the Wiki, which has also made it hard to hotlink them):
Ore distribution in 1.12.2, which reflects a change made in 1.8 which made all veins slightly larger, except for emerald (not shown) with the result that there are about 20% more ores:
Ore distribution in TMCW (this was from TMCWv2, which added amethyst, but it still applies to the current release); the main difference is that rarer ores generate deeper down (the minimum altitude for diamond is below y=0; there is about 2/3 as much diamond overall as a result but this only has an impact if you are trying to extract every ore from a chunk, otherwise, a single level branch-mine will be just as productive, and there is about 25% more diamond exposed in caves after accounting for differences in cave volume due to less of a drop-off in the highest layers, helping to offset the 13% increase in underground volume and changes in cave distribution). I also added more lapis below layer 3 (the lowest layer that can be exposed in caves) and in the uppermost layers (not shown here):
TMCWv5 will make some changes to ore distribution but it only affects emerald and ruby, which generate across a wider range and/or with more veins (compared to vanilla emerald is rarer overall despite being in more biomes due to the overall number of biomes). Note that this also shows the percentage of ores that are exposed (lower-left and upper-right; this includes all blocks in a vein that has at least one face exposed, thus it accounts for the average size of a vein and is why there is relatively more coal and less emerald exposed), which closely follows the curve for air percentage (as seen in the lower-right the number of air blocks per ore is pretty constant):
Yes, there are more ores exposed per chunk due to a greater volume of caves but this has not translated to me mining ores any faster than in vanilla, although if you were specifically looking for e.g. diamond you could probably find it faster than if you simply explored everything underground like I do, which would also decrease mob rates compared to what I experience (lighting everything up reduces the spawnable area); in fact, I actually average more ores per hour in vanilla (the average session length is shorter which masks part of the difference) and significantly more resources overall when including rails and cobwebs from mineshafts, which are much more common in vanilla 1.6.4 (1% chance per chunk, while TMCW is around 0.6% and 1.7-1.17 is 0.4%):
World1 (semi-vanilla 1.6.4; the relatively lower amounts in October was largely due to building a new secondary base and rail extension, as well as less mineshafts and underground interconnectivity; the area I explored in November had a higher density of underground features and I encountered less mobs (likely as a direct result of more spawnable areas), which both lead to a significant increase):
TMCWv4; note that the average length of a session was about 3.83 hours, while I averaged about 3.6 hours in World1, thus I averaged about 7.3% more ore mined per hour; either way, the difference is not significant, with the difference in mineshaft-related resources due to less mineshafts in TMCW (dungeons also appear to be slightly less common even though there are slightly more per chunk due to more caves, since it takes longer to explore the same volume). Also, you can see that I mined relatively more coal and iron compared to rarer ores, although I'd expect that you could find them faster than in vanilla if you specifically looked for them, rather than just exploring everything underground (various mountain/plateau biomes have more caves near to above sea level, in addition to what you'd expect just from the deeper terrain, and deeper/higher ravines; Mesa, Savanna Plateau, and Volcanic Wasteland also have iron above sea level):
Blocks mined over 222 sessions/851 hours spent caving:
percent /session /hour
Coal ore: 464009 67.8397 2090.131 545.251
Iron ore: 168525 24.6389 759.122 198.032
Redstone ore: 22041 3.2225 99.284 25.900
Gold ore: 19098 2.7922 86.027 22.442
Lapis ore: 6817 0.9967 30.707 8.011
Diamond ore: 2833 0.4142 12.761 3.329
Amethyst ore: 348 0.0509 1.568 0.409
Ruby ore: 163 0.0238 0.734 0.192
Emerald ore: 145 0.0212 0.653 0.170
Total ore: 683979 3080.986 803.736
Rails: 35306 159.036 41.488
Moss stone: 20004 90.108 23.506
Cobwebs: 15999 72.068 18.800
Ore+other: 755288 76.9092 3402.198 887.530
Spawners: 881 3.968 1.035
Stone mined: 178229 18.1486 802.833 209.435
Total blocks: 982051 (pickaxe) 4423.653 1153.996
998050 (+cobwebs) 4495.721 1172.797
88714 mobs killed, 86089 while caving, 388 per caving session and 125 per non-caving session
1283647 XP gained, 1215292 while caving, 5474 per caving session and 3255 per non-caving session
There is a rare "volcanic wasteland" biome which has roughly double the amounts of all ores but I've only found them in a couple worlds, and they are more dangerous to explore due to a lot more lava, no water (outside of rivers that cut through them), and magma cubes replacing slimes.
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playing on multiplayer server java vanilla version 1.18.1 hard mode.
in previous versions i would find just about everything i needed by strip mining a full chunk down to bedrock. now one full chunk yeilded about 3 stacks of coal, 2.5 stacks of iron, 1.5 stacks of redstone and less than half a stack of lapis. did not see one diamond until i hit layer -10
after that i got about 50 diamonds which probably would have been much more if i had a fortune pick.
just running arouns a huge cavern and lighting it up yeilded 8 stacks of iron and 4 stacks of coal just from what was on the floor and walls
also noticed that veins of regular stones like granite, diorite, and andesite are much larges and spread out than eralier versions and way more stone in between everything
also im not sure if this was just by chance but the 3 worlds i generated randomly all had mineshafts in the deepslate area and none above it. and the mineshafts were significantly smaller than in previous versions and always over massive lava oceans
I just started my exploration of a snapshot of 1.8. I have checked several seed and have the same issue: difficulty in finding coal, iron, gold, and diamonds. Copper, I dig down to level -30 and then start tunneling but only find 20 coal and 5 iron. Have the odds changed or is it just my bad luck?
snapshot 21w43a. 57 i have so much difficulty finding redstone. i mined at y-6, then y-32, then y-57. finally found diamond and when i took out the 3 diamonds, there was redstone next to it. i am going to compare if there is a new snapshot today.
I have not found any Redstone. I have tried 5 seeds so far with the same results. I hope they get it changed before the full release of 1.18 or I will stay with 1.17.
6th time is charm. I spawned on a mountain side with coal all over the place. I had no difficulty in getting over 1 stack of coal. The was also surface iron and copper. But what really surprised me were the 2 emeralds right there on the surface! Since I only had 3 iron, I prioritized getting a pair of sheers. I will be a while before I heed emeralds. Hope this keeps up but it is a good sign.
They are doing ore distribution changes for the 1.18 thanks to deeper caves and higher world height limit.
And much of the ores (including diamond) has "reduced air exposure".
The ore distribution that's implemented as of now (Snapshot 21w44a) was first included in Snapshot 21w40a.
Yeah, it changed , just google for it.
I.e.
Link Removed
Thing is, with world getting a lot deeper, the probability of a given ore vein being at a given height go way down.
I.e. if a chunk had a vein of diamonds, it would be generally somewhere between Y 4 and 15. If you branch-mined at Y 11 with 3-tall corridors, exposing blocks at Y 11-15, (5 blocks out of 12) you would have about 40% chance to find it.
Now, that vein is somewhere between Y -60 and 15. Exposing 5 blocks out of 75 digging at a specific depth, you have about 7% chance of finding that vein. So on average you would need to dig out 6x more blocks to find it. Seeing how most of those are deepslate rather than stone, we are talking about 10x more time to do it. Even if they increase amount of veins per chunk (in my experiments with fill command, there seem to be 2 veins per chunk now), you are still looking at about 5x longer to get them. Same goes, to an extent for all other resources.
Personally, I find that in 1.18 snapshots, the size of the new caves makes it a lot easier to find stuff there. At least until I got the farms going.
There is less motivation to do caves now and to find ores now, unless they increase the non-relative ore amount.
I hope this is unintentional and it gets fixed in the final release of 1.18. Because if it doesn't get fixed then this is the start of Mojang ruining their own game, by following a trend that hasn't been derailed in game design, artificial difficulty.
There are lots of interesting ways Mojang could have added a genuine challenge to the game, even adding new area specific bosses to battle for new treasures to earn and keep, or changing the Overworld so that the further out you go the tougher hostile mobs become, and have a higher chance to spawn as well as increasing the likelihood and degree of enchantments they possess which puts players at risk and forces players to prepare themselves if they want to do exploration, meaning they would need to spawn proof their new area if they wanted to remain safe from those dangerous mobs, find a mushroom field biome which is rare, or build closer to original spawn. It's not just me who brings this up, other people have done, but for some reason or another it looks like Mojang insists on taking the lazy route and just simply nerf existing resources in the game.
Somebody said that it would be a good idea if hostile mobs spawned at higher light levels if they went too far underground,
if you reach Y 0 or below, having them spawn at light level 9 to 11 would be interesting. Additionally, I would welcome Goblins and Goblin Knights in underground temples that generate sometimes at Y negative 10 to 30 that also have enchanted armour and weapons, increasing replayability of the game, while not forcing an unnecessary grind on people or interfering with any build project they want to undertake.
If you need iron, just climb some mountains. One glance around and you'll probably find several clusters of them just pockmarking the area. You can also look down into all the ravines and... I know they call them caves, but let's face it they're HOLES. Look for some large holes in the terrain and you might see some in the walls you can dig to. You rarely have to go underground anymore.
Iron is cool and all but I think the progression stall is in diamonds now being rarer than netherite. Not quite logical.
-
I do agree on iron being easy to find, although this was the case before 1.18 as well. Thank goodness, because it means I can get shears and thus a bed on day one without losing any sheep in my spawn area.
It's as I said before, Mojang are not doing a good job at promoting the staple of their game. Thank goodness I've decided to make a Java 1.16 world after Christmas for friends to play on, because I can block this nonsense permanently. The new cave systems in my opinion don't really justify the bad design that Mojang imposes on their fans. I'm not denying that there are some things that could use a nerf, but the distribution of materials are not it, TMC had a far better solution, and although he nerfed some resource farms, especially Iron Golem farms, and made mending require anvils for indefinite repair of gear, he replaced farms with an improved abundance of resources underground, making caving and strip mining a more rewarding experience.
Overall, his ideas are better than what Mojang promote.
Once again, it's another example of fans outsmarting official devs in game design.
Given that he is able to acquire a lot of resources with his caving and branch mining trips,
with practice I could see myself being able to do a decent sized project with his system, stone obviously wouldn't be a problem,
nor would resources like diorite or granite. I may have an issue keeping gear repaired, but it's not like I have to use a netherite shovel all the time,
only when I am rearranging terrain for building a town, does the high level of durability of tools begin to matter for me.
I mean, at the end of the day, given how villagers and trading works, the game is entirely changed. Most setups don't even have to include an enchanting table unless you're in hard difficulty because you can just have merchants to sell you things like Mending, Sharpness VI, Protection III, Efficiency III, etc. With the Stonecutter reducing material costs, and the ability have both an infinite cobblestone generator, as well as infinite water and now infinite LAVA, the types of farms you can build, even without redstone makes it very easy to sustain yourself. I have three tree farms that replenish themselves after every harvest (spruce, birch and oak), along with those, I have the fletcher who buys all mys sticks and earns me tons of emeralds to buy any gear and enchantments I might need. Heck, even the armor smith is useful for replacing my iron armor and the excess stuff I buy while leveling him up can be smelted down into iron nuggets to make more iron ingots for whatever I need. The village I'm based near is officially a village breeder since I only allowed farmers to have jobs there and replaced all their crops with carrots (the most efficient crop for breeding them). Then it's just a matter of boating wandering villagers over to my dirt stalls where they're trapped and turned into merchants. This game is... fascinating in how much you can do with it.
Ores are not more common than they are in vanilla 1.6.4, which actually has less ores than 1.8 and later (for example, iron is about 0.6% of blocks while in 1.17 it is about 0.7%. Also, I don't know why you dislike 1.17 because ore distribution was not changed until 1.18; only in 1.17 snapshots was it changed and this never made it to the release):
Ore distribution in 1.12.2, which reflects a change made in 1.8 which made all veins slightly larger, except for emerald (not shown) with the result that there are about 20% more ores:
Ore distribution in TMCW (this was from TMCWv2, which added amethyst, but it still applies to the current release); the main difference is that rarer ores generate deeper down (the minimum altitude for diamond is below y=0; there is about 2/3 as much diamond overall as a result but this only has an impact if you are trying to extract every ore from a chunk, otherwise, a single level branch-mine will be just as productive, and there is about 25% more diamond exposed in caves after accounting for differences in cave volume due to less of a drop-off in the highest layers, helping to offset the 13% increase in underground volume and changes in cave distribution). I also added more lapis below layer 3 (the lowest layer that can be exposed in caves) and in the uppermost layers (not shown here):
TMCWv5 will make some changes to ore distribution but it only affects emerald and ruby, which generate across a wider range and/or with more veins (compared to vanilla emerald is rarer overall despite being in more biomes due to the overall number of biomes). Note that this also shows the percentage of ores that are exposed (lower-left and upper-right; this includes all blocks in a vein that has at least one face exposed, thus it accounts for the average size of a vein and is why there is relatively more coal and less emerald exposed), which closely follows the curve for air percentage (as seen in the lower-right the number of air blocks per ore is pretty constant):
Yes, there are more ores exposed per chunk due to a greater volume of caves but this has not translated to me mining ores any faster than in vanilla, although if you were specifically looking for e.g. diamond you could probably find it faster than if you simply explored everything underground like I do, which would also decrease mob rates compared to what I experience (lighting everything up reduces the spawnable area); in fact, I actually average more ores per hour in vanilla (the average session length is shorter which masks part of the difference) and significantly more resources overall when including rails and cobwebs from mineshafts, which are much more common in vanilla 1.6.4 (1% chance per chunk, while TMCW is around 0.6% and 1.7-1.17 is 0.4%):
TMCWv4; note that the average length of a session was about 3.83 hours, while I averaged about 3.6 hours in World1, thus I averaged about 7.3% more ore mined per hour; either way, the difference is not significant, with the difference in mineshaft-related resources due to less mineshafts in TMCW (dungeons also appear to be slightly less common even though there are slightly more per chunk due to more caves, since it takes longer to explore the same volume). Also, you can see that I mined relatively more coal and iron compared to rarer ores, although I'd expect that you could find them faster than in vanilla if you specifically looked for them, rather than just exploring everything underground (various mountain/plateau biomes have more caves near to above sea level, in addition to what you'd expect just from the deeper terrain, and deeper/higher ravines; Mesa, Savanna Plateau, and Volcanic Wasteland also have iron above sea level):
There is a rare "volcanic wasteland" biome which has roughly double the amounts of all ores but I've only found them in a couple worlds, and they are more dangerous to explore due to a lot more lava, no water (outside of rivers that cut through them), and magma cubes replacing slimes.
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?
playing on multiplayer server java vanilla version 1.18.1 hard mode.
in previous versions i would find just about everything i needed by strip mining a full chunk down to bedrock. now one full chunk yeilded about 3 stacks of coal, 2.5 stacks of iron, 1.5 stacks of redstone and less than half a stack of lapis. did not see one diamond until i hit layer -10
after that i got about 50 diamonds which probably would have been much more if i had a fortune pick.
just running arouns a huge cavern and lighting it up yeilded 8 stacks of iron and 4 stacks of coal just from what was on the floor and walls
also noticed that veins of regular stones like granite, diorite, and andesite are much larges and spread out than eralier versions and way more stone in between everything
also im not sure if this was just by chance but the 3 worlds i generated randomly all had mineshafts in the deepslate area and none above it. and the mineshafts were significantly smaller than in previous versions and always over massive lava oceans
so yeah lots of changes