Trying it now. Found zilch so far but a pretty kickass cave.
Do me a favor and put the mod discussion in the relevant thread. But while we're on the subject, it will probably take quite a bit of exploration and spelunking to find a deposit. Once you have though,the rewards are, well, rewarding.
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Gib zu mir etwas fußbodenbelag unter diesen fetten, fließenden Sofa.
I totally love this idea. In fact, I created an account just so I could comment on this.
The name of the game is Minecraft, but mining is the least skill-based job in the game. Even woodcutting requires more skill and care than mining. Want to be an effective miner? Hack a staircase down to the diamond level, arm yourself with a stack of torches and a few picks, and start mindlessly branch mining. Don't bother mining at any other depth; why would you spend the same amount of time and energy at the iron-only level when you could also be getting diamond and gold? Minecarts are great for transporting materials to and from the surface, but that's about it.
There's one way to implement large-scale mineral deposits into Minecraft Vanilla easily. All Notch needs to do is change the procedural generator. Decrease the chances of all the current ore spawn by about 50%; that way, people can still mine the old-fashioned way, but the challenge of "real" mining will be potentially much more rewarding. Then, use the cavern generator to create massive ore deposits.
Think about it: you don't see tiny pockets of air at depth; the only natural open spaces occur in caverns. Use the same procedural generator that creates random caverns to designate mineral veins. Mineral veins wouldn't be solid chunks of ore, though; that would make it far too easy. Instead, blocks designated as part of a vein would have a 15-20% chance of spawning one particular ore. You would still have to dig through lots of rock to get coal or iron or anything else, but you would have a reason to mine in one particular location.
Here's a cross-section view of what part of a small gold vein might look like (if you blasted away a clean face with TNT):
Of course, there's still a good chance of two ores spawning next to each other, but for the most part they wouldn't. However, it would take time and experience to be able to guess how the map generator had filled a particular area. If you mine through a dozen blocks and don't see any ore, you know that you've left the main vein.
What would this feel like? Imagine some of the small, cramped cave systems you've discovered while spelunking. Imagine filling one of them, wall to wall and floor to ceiling, with a mix of and ; 1 coal for every 15-20 stone. If another player stumbled on this later on, that's what it would look like. He'd set up a base and connect it to his home base via minecart rail. He would have to hollow out the path of the old cavern to get at all the :Coal:; it would take him more than a few trips. He'd put up a sign that said "Coal Mine" because that's exactly what it would be.
and veins would be the largest and highest; coal could even terminate at sea level (just like some caverns open up to the surface sea level now). veins would be smaller and deeper; veins would be smaller and deeper still. All such veins would be far enough apart that the chances of overlap would be rare; the largest veins would be about the size of a smallish cavern. Using the cavern-generation system would ensure that mineral deposits would be spread out across the map, forcing people to explore at a particular depth to find ore.
This would also make prospecting viable! Feeling lucky? Dig a small hole, drop into it, and stand back. Repeat. If you're far from anywhere you've previously explored, then you have a fairly good chance of hitting a vein somewhere between the surface and the bedrock. Want to make an iron mine? Figure out which layer has the most iron veins, and use to blast a perfect 3x3 tunnel until you hit one. Then dig to the surface and set up a mining camp.
The new ore/map/cavern distribution picture would look like this:
Remember - the ore blocks above don't represent solid veins, but rather small areas with a very high occurrence of the particular mineral. Also, every bit of stone in the layout above has the same mineral distribution that the current map has, except with about half the amount of ore. That means that if you're digging along at iron-vein level and you come across a few iron ore, you won't know whether it is a random bit of iron or the start of a vein; you'll want to dig out all around it just in case there IS a vein there. However, if you're digging along at the diamond level and you come across an iron ore, you'll know that it's just a random bit of iron and you'll keep looking for more diamond.
This distribution would add tremendously to gameplay. It would both be challenging and rewarding. Mining would no longer be a dull chore, but an exciting part of discovering resources. Good mining would require more than just patience; you would have to be able to find veins and figure out which direction they take while deep underground. It would be much more like old-fashioned prospecting.
Please, Mojang: Use the cavern generator to fill small areas with high concentrations of ore!
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Support larger, more realistic mineral deposits!
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
I'd be fine with gold like this, though maybe higher concentration for iron and coal. It would only be for a small area, basically like coal veins in Minecraft now (which can be several blocks long and are all connected) but longer and maybe wider but less frequent and slightly less concentration.
i like this idea i think they should be put into a whole diffrent game mode or something and they would have to be deep like almost bedrock level or so
I'd be fine with gold like this, though maybe higher concentration for iron and coal. It would only be for a small area, basically like coal veins in Minecraft now (which can be several blocks long and are all connected) but longer and maybe wider but less frequent and slightly less concentration.
That was only a cross-section of a tiny portion of a gold vein. The idea is to have a low (but noticeable) concentration of ore spread across a very large area. Once you find "pay dirt", you'll be set for a while, but you'll still have to mine through quite a bit of stone as you uncover more of the vein. The tricky part will be discerning the twists and bends in the vein.
Any given vein will span a dozen chunks if it were completely untangled, and it will have about a 10% concentration of ore. However, the rarer mineral veins are narrower, deeper, and less frequently generated.
What average veins would look like using the above figures:
[*:eg09bubh] :coalore:: A vein averages 11 meters across. Gives 29 stacks :Coal:, 144 stacks :cobblestone:, and uses 281 stone picks. Only generated more than 40 meters above :opblock:, so it's possible to find it above :grass:.
[*:eg09bubh] :ironore:: A vein averages 10 meters across. Gives 24 stacks :Iron:, 119 stacks :cobblestone:, and uses 117 iron picks. Only generated between 30 and 50 meters above :opblock:.
[*:eg09bubh] :goldore:: A vein averages 9 meters across. Gives 19 stacks :GoldBar:, 96 stacks :cobblestone:, and uses 12 diamond picks. Only generated between 20 and 30 meters above :opblock:.
[*:eg09bubh] :DORE:: A vein averages 8 meters across. Gives 15 stacks :Diamond:, 76 stacks :cobblestone:, and uses 9 diamond picks. Only generated between 5 and 15 meters above (which means they will usually cross :Lava:, adding and excitement).
Remember, the more precious veins would be generated less frequently. Right now, is 1.25x as common as :DORE:, is 5x as common as :goldore:, and is twice as common as :ironore:. To maintain these net ratios (given that rarer veins are also smaller), we'd need to have a vein for each vein, every veins, and every veins.
Note how many stone picks it would take to completely exhaust a coal vein. Most of us don't have that many picks laying around! When you find a vein, you won't be able to mine it out right away. You'll take what you need at the moment, and build an efficient mining system so that you can go back and get more whenever you need it, with minimal effort. Of course, you'll eventually exhaust the mine and go prospecting again, but it will take you a while. Chances are that you'll have several mines open at any given time.
This adds a whole lot more planning and challenge to the game, but it makes the development of your civilization more rewarding. It also means that spelunking is still the best way to find rare ore. The chances of a vein crossing paths with a naturally generated cavern ( ) are high.
Quote from firestar119 »
i like this idea i think they should be put into a whole diffrent game mode or something and they would have to be deep like almost bedrock level or so
It would not need to be a different game mode. Ore will still be generated in the current way, albeit with less frequency. This will just add a whole new dimension to mining and give the player extra opportunities to develop their Minecraft.
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Support larger, more realistic mineral deposits!
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
That sounds like a great idea, but not as the only option. It sounds kinda strategy-game esque, so maybe make it an alternative option when starting a new game, half of the fun of minecraft to me is spelunking around searching for rare materials.
With all that you'd be better off making a new thread, lol
Noted your ideas, though.
Noted. Will do. Your idea is what spawned mine, though, so I thought I'd at least lay it out here first.
Quote from Willsor »
That sounds like a great idea, but not as the only option. It sounds kinda strategy-game esque, so maybe make it an alternative option when starting a new game, half of the fun of minecraft to me is spelunking around searching for rare materials.
Spelunking would still be THE best way to find rare minerals. Not only would tiny ore veins still spawn in the same way they do now (albeit with about half the frequency), but trekking through caves would have a great chance of crossing one of these large mineral veins. Spelunking has always been one of my favorite parts of Minecraft; I wouldn't want to change that.
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
...
That was only a cross-section of a tiny portion of a gold vein. The idea is to have a low (but noticeable) concentration of ore spread across a very large area. Once you find "pay dirt", you'll be set for a while, but you'll still have to mine through quite a bit of stone as you uncover more of the vein. The tricky part will be discerning the twists and bends in the vein.
Any given vein will span a dozen chunks if it were completely untangled, and it will have about a 10% concentration of ore. However, the rarer mineral veins are narrower, deeper, and less frequently generated.
Sounds interesting, but with a few additions. I'm not going to bore you all with lots of analysis and detail, but here's the idea:
Bigger, Better Biomes.
As they exist now, biomes in MC are pretty tiny. It's easy to find places where you can walk a few dozen meters and go from snow to desert to rainforest, when in real life, these places are thousands of miles apart. Increasing the size of biomes to, say, a few thousand meters across, would encourage players on SMP to spread out. One could head for snowy climes, and return to 'spawn town' to trade snow, snow balls, pine wood, etc. Another could head a different direction, make their home in a desert, and come back to trade sand, sandstone, and green dye (made from cactus, you know).
The point being that each biome would have certain advantages. With regard to ores, Coal might be more common in a tiaga or tundra biome, while iron would be more common in a savanna or plains biome. Redstone might be more common under deserts. And so on. (These are just examples.)
The differences would be more than just the size and amount of ore veins, of course. For instance-
Cactii would only be found in desert biomes. To 'enforce' this, cactii will simply not grow when with a certain distance of water. So, no more tropical beaches covered in cactii. :-)
Pine trees only in snowy biomes, mushrooms only in rainier, wetter biomes, etc.
If you try to 'transplant' a pine tree to a non-snowy biome, it would have a certain chance to ... not grow. Wither. Die. Wheat, which ordinarily needs water within 4 squares of it to grow, might need water within 1 or 2 squares if you try to grow it in a desert biome. Mushrooms will need to be near water if not in their preferred biome. And so on. New biome-specific animals could be introduced, and/or the current ones made more or less common in different biomes. (There are lots more examples, but this is already getting too long and off the main topic.)
I think these would add a certain realism to the game, as well as encouraging cooperation between players on Multiplayer. Sure, you could walk for a couple MC days to get that sandstone you need,... or just trade for it.
Getting back to the topic at hand- larger biomes would provide the 'room' you'd need for larger ore veins.
Sounds interesting, but with a few additions. I'm not going to bore you all with lots of analysis and detail, but here's the idea:
Bigger, Better Biomes.
As they exist now, biomes in MC are pretty tiny. It's easy to find places where you can walk a few dozen meters and go from snow to desert to rainforest, when in real life, these places are thousands of miles apart. Increasing the size of biomes to, say, a few thousand meters across, would encourage players on SMP to spread out. One could head for snowy climes, and return to 'spawn town' to trade snow, snow balls, pine wood, etc. Another could head a different direction, make their home in a desert, and come back to trade sand, sandstone, and green dye (made from cactus, you know).
The point being that each biome would have certain advantages. With regard to ores, Coal might be more common in a tiaga or tundra biome, while iron would be more common in a savanna or plains biome. Redstone might be more common under deserts. And so on. (These are just examples.)
Getting back to the topic at hand- larger biomes would provide the 'room' you'd need for larger ore veins.
I agree 100%. You're not going to believe it, but that is the exact idea I just posted in the new thread on this (see my last post above). It's more specifically explained in that thread; take a look and let me know if you have any further ideas!
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Support larger, more realistic mineral deposits!
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
Which has been posted before, I think Biomes should be increased, but I don't think that they should have more ore gen % here, then here, since 1-2 Biomes will usually get more spots, I think the only advantage for the Biomes should be the Climate (For Tempature If Ever Implemented), And their Resources/Blocks on Top, not on the bottom
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I think this wouldn't go over too well in Single Player. It would make it nigh impossible to do really well and get all the items you need. I think it would work out better as a Multiplayer game type (Realism?). Maybe a good coder could make it as a downloadable mod. That way, you can make up for your lack of a certain resource by trading with others. Look at that, you now have professions and an economy. Next comes alliances and wars.
tl;dr:
This is better as a Multiplayer mode, not a change to Survival mode.
this is why notch added charcoal. first night easier. just chop down extra wood
this would LITERALLY BE: not just, a "mine" it would be.. a coal mine, a diamond mine... a iron mine... a gold mine... that is awesome. this makes alot of sense. 1 drill down to bedrock to see what youd be gettin, then go nuts with the mining! if not added, i would love this to be a terrain generation mod.
this would LITERALLY BE: not just, a "mine" it would be.. a coal mine, a diamond mine... a iron mine... a gold mine... that is awesome. this makes alot of sense. 1 drill down to bedrock to see what youd be gettin, then go nuts with the mining! if not added, i would love this to be a terrain generation mod.
yes. it actually adds a bit of strategic mining to a game called MINEcraft. should i build on the iron or coal, how many storage minecarts might i have to send back to my base via my minecart system. cool
this would LITERALLY BE: not just, a "mine" it would be.. a coal mine, a diamond mine... a iron mine... a gold mine... that is awesome. this makes alot of sense. 1 drill down to bedrock to see what youd be gettin, then go nuts with the mining! if not added, i would love this to be a terrain generation mod.
The mod that exists puts ore in large pockets, not diffuse fields procedurally generated like caverns.
Quote from iamunforgiven »
yes. it actually adds a bit of strategic mining to a game called MINEcraft. should i build on the iron or coal, how many storage minecarts might i have to send back to my base via my minecart system. cool
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
this would LITERALLY BE: not just, a "mine" it would be.. a coal mine, a diamond mine... a iron mine... a gold mine... that is awesome. this makes alot of sense. 1 drill down to bedrock to see what youd be gettin, then go nuts with the mining! if not added, i would love this to be a terrain generation mod.
The mod that exists puts ore in large pockets, not diffuse fields procedurally generated like caverns.
Quote from iamunforgiven »
yes. it actually adds a bit of strategic mining to a game called MINEcraft. should i build on the iron or coal, how many storage minecarts might i have to send back to my base via my minecart system. cool
Do me a favor and put the mod discussion in the relevant thread. But while we're on the subject, it will probably take quite a bit of exploration and spelunking to find a deposit. Once you have though,the rewards are, well, rewarding.
The name of the game is Minecraft, but mining is the least skill-based job in the game. Even woodcutting requires more skill and care than mining. Want to be an effective miner? Hack a staircase down to the diamond level, arm yourself with a stack of torches and a few picks, and start mindlessly branch mining. Don't bother mining at any other depth; why would you spend the same amount of time and energy at the iron-only level when you could also be getting diamond and gold? Minecarts are great for transporting materials to and from the surface, but that's about it.
There's one way to implement large-scale mineral deposits into Minecraft Vanilla easily. All Notch needs to do is change the procedural generator. Decrease the chances of all the current ore spawn by about 50%; that way, people can still mine the old-fashioned way, but the challenge of "real" mining will be potentially much more rewarding. Then, use the cavern generator to create massive ore deposits.
Think about it: you don't see tiny pockets of air at depth; the only natural open spaces occur in caverns. Use the same procedural generator that creates random caverns to designate mineral veins. Mineral veins wouldn't be solid chunks of ore, though; that would make it far too easy. Instead, blocks designated as part of a vein would have a 15-20% chance of spawning one particular ore. You would still have to dig through lots of rock to get coal or iron or anything else, but you would have a reason to mine in one particular location.
Here's a cross-section view of what part of a small gold vein might look like (if you blasted away a clean face with TNT):
Of course, there's still a good chance of two ores spawning next to each other, but for the most part they wouldn't. However, it would take time and experience to be able to guess how the map generator had filled a particular area. If you mine through a dozen blocks and don't see any ore, you know that you've left the main vein.
What would this feel like? Imagine some of the small, cramped cave systems you've discovered while spelunking. Imagine filling one of them, wall to wall and floor to ceiling, with a mix of and ; 1 coal for every 15-20 stone. If another player stumbled on this later on, that's what it would look like. He'd set up a base and connect it to his home base via minecart rail. He would have to hollow out the path of the old cavern to get at all the :Coal:; it would take him more than a few trips. He'd put up a sign that said "Coal Mine" because that's exactly what it would be.
and veins would be the largest and highest; coal could even terminate at sea level (just like some caverns open up to the surface sea level now). veins would be smaller and deeper; veins would be smaller and deeper still. All such veins would be far enough apart that the chances of overlap would be rare; the largest veins would be about the size of a smallish cavern. Using the cavern-generation system would ensure that mineral deposits would be spread out across the map, forcing people to explore at a particular depth to find ore.
This would also make prospecting viable! Feeling lucky? Dig a small hole, drop into it, and stand back. Repeat. If you're far from anywhere you've previously explored, then you have a fairly good chance of hitting a vein somewhere between the surface and the bedrock. Want to make an iron mine? Figure out which layer has the most iron veins, and use to blast a perfect 3x3 tunnel until you hit one. Then dig to the surface and set up a mining camp.
The new ore/map/cavern distribution picture would look like this:
Remember - the ore blocks above don't represent solid veins, but rather small areas with a very high occurrence of the particular mineral. Also, every bit of stone in the layout above has the same mineral distribution that the current map has, except with about half the amount of ore. That means that if you're digging along at iron-vein level and you come across a few iron ore, you won't know whether it is a random bit of iron or the start of a vein; you'll want to dig out all around it just in case there IS a vein there. However, if you're digging along at the diamond level and you come across an iron ore, you'll know that it's just a random bit of iron and you'll keep looking for more diamond.
This distribution would add tremendously to gameplay. It would both be challenging and rewarding. Mining would no longer be a dull chore, but an exciting part of discovering resources. Good mining would require more than just patience; you would have to be able to find veins and figure out which direction they take while deep underground. It would be much more like old-fashioned prospecting.
Please, Mojang: Use the cavern generator to fill small areas with high concentrations of ore!
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
I'd be fine with gold like this, though maybe higher concentration for iron and coal. It would only be for a small area, basically like coal veins in Minecraft now (which can be several blocks long and are all connected) but longer and maybe wider but less frequent and slightly less concentration.
Pipes
...Dumb.
That was only a cross-section of a tiny portion of a gold vein. The idea is to have a low (but noticeable) concentration of ore spread across a very large area. Once you find "pay dirt", you'll be set for a while, but you'll still have to mine through quite a bit of stone as you uncover more of the vein. The tricky part will be discerning the twists and bends in the vein.
Any given vein will span a dozen chunks if it were completely untangled, and it will have about a 10% concentration of ore. However, the rarer mineral veins are narrower, deeper, and less frequently generated.
What average veins would look like using the above figures:
[*:eg09bubh] :coalore:: A vein averages 11 meters across. Gives 29 stacks :Coal:, 144 stacks :cobblestone:, and uses 281 stone picks. Only generated more than 40 meters above :opblock:, so it's possible to find it above :grass:.
[*:eg09bubh] :ironore:: A vein averages 10 meters across. Gives 24 stacks :Iron:, 119 stacks :cobblestone:, and uses 117 iron picks. Only generated between 30 and 50 meters above :opblock:.
[*:eg09bubh] :goldore:: A vein averages 9 meters across. Gives 19 stacks :GoldBar:, 96 stacks :cobblestone:, and uses 12 diamond picks. Only generated between 20 and 30 meters above :opblock:.
[*:eg09bubh] :DORE:: A vein averages 8 meters across. Gives 15 stacks :Diamond:, 76 stacks :cobblestone:, and uses 9 diamond picks. Only generated between 5 and 15 meters above (which means they will usually cross :Lava:, adding and excitement).
Remember, the more precious veins would be generated less frequently. Right now, is 1.25x as common as :DORE:, is 5x as common as :goldore:, and is twice as common as :ironore:. To maintain these net ratios (given that rarer veins are also smaller), we'd need to have a vein for each vein, every veins, and every veins.
Note how many stone picks it would take to completely exhaust a coal vein. Most of us don't have that many picks laying around! When you find a vein, you won't be able to mine it out right away. You'll take what you need at the moment, and build an efficient mining system so that you can go back and get more whenever you need it, with minimal effort. Of course, you'll eventually exhaust the mine and go prospecting again, but it will take you a while. Chances are that you'll have several mines open at any given time.
This adds a whole lot more planning and challenge to the game, but it makes the development of your civilization more rewarding. It also means that spelunking is still the best way to find rare ore. The chances of a vein crossing paths with a naturally generated cavern ( ) are high.
It would not need to be a different game mode. Ore will still be generated in the current way, albeit with less frequency. This will just add a whole new dimension to mining and give the player extra opportunities to develop their Minecraft.
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
With all that you'd be better off making a new thread, lol
Noted your ideas, though.
Noted. Will do. Your idea is what spawned mine, though, so I thought I'd at least lay it out here first.
Spelunking would still be THE best way to find rare minerals. Not only would tiny ore veins still spawn in the same way they do now (albeit with about half the frequency), but trekking through caves would have a great chance of crossing one of these large mineral veins. Spelunking has always been one of my favorite parts of Minecraft; I wouldn't want to change that.
EDIT: Here's where I put my new thread: viewtopic.php?f=1&t=320456
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
Sounds interesting, but with a few additions. I'm not going to bore you all with lots of analysis and detail, but here's the idea:
Bigger, Better Biomes.
As they exist now, biomes in MC are pretty tiny. It's easy to find places where you can walk a few dozen meters and go from snow to desert to rainforest, when in real life, these places are thousands of miles apart. Increasing the size of biomes to, say, a few thousand meters across, would encourage players on SMP to spread out. One could head for snowy climes, and return to 'spawn town' to trade snow, snow balls, pine wood, etc. Another could head a different direction, make their home in a desert, and come back to trade sand, sandstone, and green dye (made from cactus, you know).
The point being that each biome would have certain advantages. With regard to ores, Coal might be more common in a tiaga or tundra biome, while iron would be more common in a savanna or plains biome. Redstone might be more common under deserts. And so on. (These are just examples.)
The differences would be more than just the size and amount of ore veins, of course. For instance-
Cactii would only be found in desert biomes. To 'enforce' this, cactii will simply not grow when with a certain distance of water. So, no more tropical beaches covered in cactii. :-)
Pine trees only in snowy biomes, mushrooms only in rainier, wetter biomes, etc.
If you try to 'transplant' a pine tree to a non-snowy biome, it would have a certain chance to ... not grow. Wither. Die. Wheat, which ordinarily needs water within 4 squares of it to grow, might need water within 1 or 2 squares if you try to grow it in a desert biome. Mushrooms will need to be near water if not in their preferred biome. And so on. New biome-specific animals could be introduced, and/or the current ones made more or less common in different biomes. (There are lots more examples, but this is already getting too long and off the main topic.)
I think these would add a certain realism to the game, as well as encouraging cooperation between players on Multiplayer. Sure, you could walk for a couple MC days to get that sandstone you need,... or just trade for it.
Getting back to the topic at hand- larger biomes would provide the 'room' you'd need for larger ore veins.
I agree 100%. You're not going to believe it, but that is the exact idea I just posted in the new thread on this (see my last post above). It's more specifically explained in that thread; take a look and let me know if you have any further ideas!
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
this is why notch added charcoal. first night easier. just chop down extra wood
this would LITERALLY BE: not just, a "mine" it would be.. a coal mine, a diamond mine... a iron mine... a gold mine... that is awesome. this makes alot of sense. 1 drill down to bedrock to see what youd be gettin, then go nuts with the mining! if not added, i would love this to be a terrain generation mod.
redstone vein.. oh man.
lapiz mine
diamond vein! probably more spread apart.. but.. YES!
Mod exists.
The mod that exists puts ore in large pockets, not diffuse fields procedurally generated like caverns.
Exactly.
Remember, guys -- check out the new discussion with all the details on the diffuse-field idea! viewtopic.php?f=1&t=320456&p=4443254&e=4443254
Want to have a reason to build huge mining camps and explore more of your Minecraft world? Check out the forum discussion here, then leave your comments for Notch here!
That's the point.