Hello! This will be a thread covering the development of my survival world titled "Dig & Die". The seed I am using has every biome within 1000 blocks of spawn, and it can be found here: All biomes within 1000 blocks. In my normal survival worlds, I often lose motivation and end up quitting, but this thread will hopefully keep me going!
I am playing in the most recent 1.9 snapshot on hard difficulty.
I appreciate ANY feedback you guys have! Please vote up if you enjoy!
The "strange natural formation" that you found is a mineshaft intersection, which should have four wooden pillars but they may have burned away (unless you cut the wood down, the lava that burned them can be hidden); these can be either one or two floors and may or may not have additional branches from either level (sometimes there is just one corridor leading to them since the game could not find a suitable placement for any branches, or it was at the limit of 8 pieces from an exit). Another "odd" formation associated with mineshafts is a large rectangular room with a dirt floor, which is their starting point (like village wells); there is always one per mineshaft and if you find more than one then you actually found two or more separate mineshafts intersecting each other, which is quite common further away from spawn (they are most common 1280 blocks or more from 0, 0. In the older version I play in (1.6.4) they are 2.5 times more common than since 1.7; a while ago I found a complex of 9 mineshafts).
The "strange natural formation" that you found is a mineshaft intersection, which should have four wooden pillars but they may have burned away (unless you cut the wood down, the lava that burned them can be hidden); these can be either one or two floors and may or may not have additional branches from either level (sometimes there is just one corridor leading to them since the game could not find a suitable placement for any branches, or it was at the limit of 8 pieces from an exit). Another "odd" formation associated with mineshafts is a large rectangular room with a dirt floor, which is their starting point (like village wells); there is always one per mineshaft and if you find more than one then you actually found two or more separate mineshafts intersecting each other, which is quite common further away from spawn (they are most common 1280 blocks or more from 0, 0. In the older version I play in (1.6.4) they are 2.5 times more common than since 1.7; a while ago I found a complex of 9 mineshafts).
I have seen many mineshaft intersections before, but the one I found had no wooden pillars, which surprised me. Thanks for the info! I found one of those rectangular rooms with dirt floors before, but I didn't think it was screenshot worthy. I didn't know that the dirt rooms were the starting points for mineshafts! I originally thought they were slime-spawning chunks.
Another creeper? Creepers are so crazy overpowered in 1.9 I think it is fully justified to place a command block executing /kill @e[type=Creeper] in the spawn chunks to prevent them from spawning, or use a mod to remove the armor penetration mechanic and/or nerf their damage (command blocks may be able to do the latter, though probably not without also nerfing their block damage. Without armor penetration they are survivable in full diamond armor on Normal and enchanted diamond armor on Hard) - you are really asking for it by playing on Hard (even on Normal diamond armor will not save you from a direct (or not so direct) hit - make that full Protection IV diamond armor! Even on Easy they deal more damage than they used to on Hard, both when wearing full diamond armor; iron armor is not enough on any difficulty now.
There is nothing more game-breaking than a common mob that is unsurvivable in maxed-out armor and deals 10-20 times more damage than almost any other mob (yes, it takes 18.25 zombie hits to equal a single creeper explosion on Hard, 16.33 on Normal and 12.5 on Easy - note that higher difficulties make creepers even stronger relative to other mobs - and that does not factor in the reduction in armor protection with higher damage, which makes this ratio rise to 45.6 to 1 on Hard; even the Ender Dragon(!) requires about 5 hits (8 in max armor) to match a creeper... plus the new health regeneration mechanic means you can recover more health between attacks from most mobs, even out-regenerating them in some cases (e.g. cave spider/witch poison).
The discrepancy in scaling of creeper damage vs. other mobs is also one reason why I do not see any real difference between Normal (as I play on) or Hard (or even Easy) since better armor (keeping post-armor creeper damage constant) will actually reduce the damage from most other sources; the armor that I wear only offers about a third of the maximum possible protection in 1.8 and earlier, making it easy to offset the 49% increase in creeper damage (between Easy and Hard zombies deal double the damage while creepers deal 2.92 times the damage; offsetting the latter means that zombies deal about 68.5% as much damage).
Another creeper? Creepers are so crazy overpowered in 1.9 I think it is fully justified to place a command block executing /kill @e[type=Creeper] in the spawn chunks to prevent them from spawning, or use a mod to remove the armor penetration mechanic and/or nerf their damage (command blocks may be able to do the latter, though probably not without also nerfing their block damage. Without armor penetration they are survivable in full diamond armor on Normal and enchanted diamond armor on Hard) - you are really asking for it by playing on Hard (even on Normal diamond armor will not save you from a direct (or not so direct) hit - make that full Protection IV diamond armor! Even on Easy they deal more damage than they used to on Hard, both when wearing full diamond armor; iron armor is not enough on any difficulty now.
There is nothing more game-breaking than a common mob that is unsurvivable in maxed-out armor and deals 10-20 times more damage than almost any other mob (yes, it takes 18.25 zombie hits to equal a single creeper explosion on Hard, 16.33 on Normal and 12.5 on Easy - note that higher difficulties make creepers even stronger relative to other mobs - and that does not factor in the reduction in armor protection with higher damage, which makes this ratio rise to 45.6 to 1 on Hard; even the Ender Dragon(!) requires about 5 hits (8 in max armor) to match a creeper... plus the new health regeneration mechanic means you can recover more health between attacks from most mobs, even out-regenerating them in some cases (e.g. cave spider/witch poison).
The discrepancy in scaling of creeper damage vs. other mobs is also one reason why I do not see any real difference between Normal (as I play on) or Hard (or even Easy) since better armor (keeping post-armor creeper damage constant) will actually reduce the damage from most other sources; the armor that I wear only offers about a third of the maximum possible protection in 1.8 and earlier, making it easy to offset the 49% increase in creeper damage (between Easy and Hard zombies deal double the damage while creepers deal 2.92 times the damage; offsetting the latter means that zombies deal about 68.5% as much damage).
I do agree that creepers are overpowered in 1.9, but it makes the game more interesting for me. I'm always on the lookout for their explosions, and the game doesn't feel as easy as it did before. Caving is more exciting with the possibility of getting OHKO'd by a creeper.
It does seem foolish that the final boss would take multiple hits to reach the damage potential of a creeper.
So only two deaths thus far? For how many risks you take and how little armor you've been wearing I think that helps show IMO how even 1.9 combat changes don't make the game that much more difficult for an experienced player.
I do agree that creepers are overpowered in 1.9, but it makes the game more interesting for me. I'm always on the lookout for their explosions, and the game doesn't feel as easy as it did before. Caving is more exciting with the possibility of getting OHKO'd by a creeper.
It does seem foolish that the final boss would take multiple hits to reach the damage potential of a creeper.
1) Try getting a shield, they are very cheap! (Unfortunately, they REALLY block the screen)
2) Try placing a block between you and the creeper, makes a noticeable difference
3) Combine these two tips with blast protection armour and hopefully they will never be too much of a threat ever again
So only two deaths thus far? For how many risks you take and how little armor you've been wearing I think that helps show IMO how even 1.9 combat changes don't make the game that much more difficult for an experienced player.
The difficulty in terms of survival has definitely increased, but I agree with you that experienced players can still navigate the game fairly well. One feature that I use a lot is healing through food saturation, which is comparable to a regen potion. Food is much more useful than it used to be.
1) Try getting a shield, they are very cheap! (Unfortunately, they REALLY block the screen)
2) Try placing a block between you and the creeper, makes a noticeable difference
3) Combine these two tips with blast protection armour and hopefully they will never be too much of a threat ever again
I will definitely try a shield out! The problem is, creepers usually sneak up from behind. I am still trying to find the final diamond I need for enchanting, so the blast protection armor will have to wait. Blast protection is definitely more helpful than in earlier versions, so I will take advantage of it in the future.
This video will hopefully help you in the future with your Dig and Die world.
Note: #2 May have been removed and #5 is a console exclusive
As a bonus, if you ever get a looting sword, you do not need to kill a mob with it, but hold it in your hand as the mob dies. For example, if you shoot a bow at a ghast, while the arrow is in mid-air, switch to your looting sword and it will have the same effect. Same works for tnt and wolves for sure but maybe lava too!
Edit: Just in case, I wanted to note that I did not create this video
A tip I find useful for fighting mobs is to back up against a wall. However, If multiple mobs attack you, it is very important that you use a sword because of the pushback effect.
This video will hopefully help you in the future with your Dig and Die world.
Note: #2 May have been removed and #5 is a console exclusive
As a bonus, if you ever get a looting axe, you do not need to kill a mob with it, but hold it in your hand as the mob dies. For example, if you shoot a bow at a ghast, while the arrow is in mid-air, switch to your looting sword and it will have the same effect. Same works for tnt and wolves for sure but maybe lava too!
Thanks for the tips! I'll definitely place some dirt or cobblestone between myself and creepers in the future. I didn't know that looting worked like that! That seems very useful, and I'll test it out once I'm enchanting a lot more.
Also, I just posted episode 5! Unfortunately, another creeper death.
Using flint and steel will force creepers to explode. They will do their flashy sizzly thing while immobile giving you a chance to use tip #1 on the video I put up or run away.
(you have to right click ON the mob for flint and steel to work )
Hello! This will be a thread covering the development of my survival world titled "Dig & Die". The seed I am using has every biome within 1000 blocks of spawn, and it can be found here: All biomes within 1000 blocks. In my normal survival worlds, I often lose motivation and end up quitting, but this thread will hopefully keep me going!
I am playing in the most recent 1.9 snapshot on hard difficulty.
I appreciate ANY feedback you guys have! Please vote up if you enjoy!
12/29/15 - Episode 1: The Beginning
12/29/15 - Episode 2: Stronghold Exploration and Cows
12/29/15 - Episode 3: Exploring and Intense Breeding
12/29/15 - Episode 4: Mining for Resources - World Download
12/30/15 - Episode 5: Attempting to get an Enchantment Table
12/30/15 - Episode 6: Nether, DIAMONDS, and Enchanting Time
12/31/15 - Episode 7: Horses and a Village!
12/31/15 - Episode 8: Nether Fortress and Spawn Chunks
12/31/15 - Episode 9: Automatic Wheat Farm!- World Download
1/1/16 - Episode 10: Horse Breeding and Testing
1/1/16 - Episode 11: Even more resources!
1/1/16 - Episode 12: Quartz & XP 4 Dayz - World Download
1/10/16 - Episode 13: Construction and Wither Skulls!
1/10/16 - Episode 14: Wither Kill, a Beacon, and Lots of Digging (No Dying)
1/10/16 - Episode 15: Organization! - World Download
1/19/16 - Episode 16: Iron Farm Construction, Villagers, and MENDING
5/8/16 - Episode 17: Iron Farm Complete!
6/29/16 - Episode 18: Beacons and Zombie Pigman Farm! - World Download
Looking good so far
I don't waste my diamonds on hoes.
Thank you! I just added a few more updates.
Good job so far. So much done in the first episode
The "strange natural formation" that you found is a mineshaft intersection, which should have four wooden pillars but they may have burned away (unless you cut the wood down, the lava that burned them can be hidden); these can be either one or two floors and may or may not have additional branches from either level (sometimes there is just one corridor leading to them since the game could not find a suitable placement for any branches, or it was at the limit of 8 pieces from an exit). Another "odd" formation associated with mineshafts is a large rectangular room with a dirt floor, which is their starting point (like village wells); there is always one per mineshaft and if you find more than one then you actually found two or more separate mineshafts intersecting each other, which is quite common further away from spawn (they are most common 1280 blocks or more from 0, 0. In the older version I play in (1.6.4) they are 2.5 times more common than since 1.7; a while ago I found a complex of 9 mineshafts).
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?
Thank you! I have done a lot today, so I think I will split up the events into more manageable episodes.
I have seen many mineshaft intersections before, but the one I found had no wooden pillars, which surprised me. Thanks for the info! I found one of those rectangular rooms with dirt floors before, but I didn't think it was screenshot worthy. I didn't know that the dirt rooms were the starting points for mineshafts! I originally thought they were slime-spawning chunks.
Added episode 4 and a world download. Enjoy!
Another creeper? Creepers are so crazy overpowered in 1.9 I think it is fully justified to place a command block executing /kill @e[type=Creeper] in the spawn chunks to prevent them from spawning, or use a mod to remove the armor penetration mechanic and/or nerf their damage (command blocks may be able to do the latter, though probably not without also nerfing their block damage. Without armor penetration they are survivable in full diamond armor on Normal and enchanted diamond armor on Hard) - you are really asking for it by playing on Hard (even on Normal diamond armor will not save you from a direct (or not so direct) hit - make that full Protection IV diamond armor! Even on Easy they deal more damage than they used to on Hard, both when wearing full diamond armor; iron armor is not enough on any difficulty now.
There is nothing more game-breaking than a common mob that is unsurvivable in maxed-out armor and deals 10-20 times more damage than almost any other mob (yes, it takes 18.25 zombie hits to equal a single creeper explosion on Hard, 16.33 on Normal and 12.5 on Easy - note that higher difficulties make creepers even stronger relative to other mobs - and that does not factor in the reduction in armor protection with higher damage, which makes this ratio rise to 45.6 to 1 on Hard; even the Ender Dragon(!) requires about 5 hits (8 in max armor) to match a creeper... plus the new health regeneration mechanic means you can recover more health between attacks from most mobs, even out-regenerating them in some cases (e.g. cave spider/witch poison).
The discrepancy in scaling of creeper damage vs. other mobs is also one reason why I do not see any real difference between Normal (as I play on) or Hard (or even Easy) since better armor (keeping post-armor creeper damage constant) will actually reduce the damage from most other sources; the armor that I wear only offers about a third of the maximum possible protection in 1.8 and earlier, making it easy to offset the 49% increase in creeper damage (between Easy and Hard zombies deal double the damage while creepers deal 2.92 times the damage; offsetting the latter means that zombies deal about 68.5% as much damage).
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 do agree that creepers are overpowered in 1.9, but it makes the game more interesting for me. I'm always on the lookout for their explosions, and the game doesn't feel as easy as it did before. Caving is more exciting with the possibility of getting OHKO'd by a creeper.
It does seem foolish that the final boss would take multiple hits to reach the damage potential of a creeper.
So only two deaths thus far? For how many risks you take and how little armor you've been wearing I think that helps show IMO how even 1.9 combat changes don't make the game that much more difficult for an experienced player.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
1) Try getting a shield, they are very cheap! (Unfortunately, they REALLY block the screen)
2) Try placing a block between you and the creeper, makes a noticeable difference
3) Combine these two tips with blast protection armour and hopefully they will never be too much of a threat ever again
The difficulty in terms of survival has definitely increased, but I agree with you that experienced players can still navigate the game fairly well. One feature that I use a lot is healing through food saturation, which is comparable to a regen potion. Food is much more useful than it used to be.
I will definitely try a shield out! The problem is, creepers usually sneak up from behind. I am still trying to find the final diamond I need for enchanting, so the blast protection armor will have to wait. Blast protection is definitely more helpful than in earlier versions, so I will take advantage of it in the future.
If I recall, creepers used to make sound when they moved... I think that was removed in beta :/
This video will hopefully help you in the future with your Dig and Die world.
Note: #2 May have been removed and #5 is a console exclusive
As a bonus, if you ever get a looting sword, you do not need to kill a mob with it, but hold it in your hand as the mob dies. For example, if you shoot a bow at a ghast, while the arrow is in mid-air, switch to your looting sword and it will have the same effect. Same works for tnt and wolves for sure but maybe lava too!
Edit: Just in case, I wanted to note that I did not create this video
I really wish that Mojang would have kept it. It would have saved countless lives.
A tip I find useful for fighting mobs is to back up against a wall. However, If multiple mobs attack you, it is very important that you use a sword because of the pushback effect.
Thanks for the tips! I'll definitely place some dirt or cobblestone between myself and creepers in the future. I didn't know that looting worked like that! That seems very useful, and I'll test it out once I'm enchanting a lot more.
Also, I just posted episode 5! Unfortunately, another creeper death.
Using flint and steel will force creepers to explode. They will do their flashy sizzly thing while immobile giving you a chance to use tip #1 on the video I put up or run away.
(you have to right click ON the mob for flint and steel to work )
Found this on the wiki:
Upcoming
1.9
15w32a
The detection range of creepers is halved when the player is wearing a creeper mob head.
15w33c
The detection range for players wearing the creeper mob head is adjusted, now 37.5% of the normal range.
15w36a
The detection range for players wearing the creeper mob head is again 50% of the normal range.
15w39a
Creepers are now slightly shorter (1.7 blocks tall rather than 1.8).
15w51a
Creepers no longer drop music discs when gamerule doMobDrops is false
Yay to ep. 5 but to another death
Just as a disclaimer, this may or may not be true, I honestly don't know for sure either way