I'm sure this has been done before, but I've always wanted to do it myself and document it.
Basically, I will begin a new Minecraft world in the oldest survival version (which I believe is listed as "inf_20100618" in the launcher). I will play 2-7 days in that version, update to the next, play 2-7 days, update again...all the way until our current, beloved 1.11.2. The significance of the update will determine how many game days I spend playing it, but never less than 2, and never more than 7.
This has been changed. Rather than spending x amount of days in a particular version, each version will instead get one entry. The length of every entry will vary. It could span a single game day, or 10+ game days, but it will never be more than one post (excluding post #2 in this thread, since that was made before this change). After the entry is made, I'll move on to the next update, make an entry, next update, make an entry...and so on.
As more and more updates come, I'll have to venture out farther (new chunks) to take advantage of things like the eventual addition of redstone, and, later, biomes, generated structures, and more. This world will end up being rather big, so I think this journal can prove interesting. I can only hope that a world started in such an old version will be able to survive the numerous level format changes. If, for whatever reason, this doesn't make it to 1.11.2, then we'll go as far as we can.
So, let's begin with Minecraft Infdev.
Dat logo. And who could forget the plethora of in-game options?
What we have here is one of the later versions of Infdev. Not the first, not the last. The string of numbers following "infdev_," as seen in the launcher, is the date of release. 20100618 is June 18th, 2010. This is the first of the "Seecret Friday" updates. Four more updates were released for Infdev, and the first Alpha version was released shortly after that. This means we won't be seeing Brick Pyramids, or anything else exclusive to early Infdev versions (like spawning with 999 Wood Planks and Glass Blocks).
Correction: We might see Brick Pyramids! Brick Pyramids were not removed until the final Infdev update: June 27th, 2010.
Oh, that endearing shade of green. I have no complaints about the spawn. There's plenty of trees. There's even a forest of decent size behind me, as the second image shows. Might as well take advantage and punch some of these trees away...
I got a few logs - just enough to make a wooden axe - and chopped as many trees as I could before it wore out. I'm left with, what I consider, more than enough wood to start off the first day. It is then that I realize that there is no sound. Over three years ago, I made a threadasking about this. After further testing, I discovered that sound actually did work below Alpha 1.2.6 - all the way down to Alpha 1.1.12_01, but below that there is nothing but silence. A trip to the Minecraft Wiki points to this (under the Trivia section):
This is the oldest version of the game in the launcher with working sounds.
This is because in this version, resources are downloaded from the cloud, instead of minecraft.net. Much later the then unused sound resources were removed from minecraft.net, thus causing all versions prior to Alpha 1.1.2_01 to lack sounds.
Sounds can still be heard in prior versions through usage of a proxy debugger or modifying the game.
This excludes indev, as versions from that development phase of the game are not available in the launcher.
Anyways...
Noon approaches, so I shift gears and focus on finding a place to stay. A short walk, north-west of my spawn, leads me to this little hole in the side of a hill. I'll simply patch up the holes with wooden planks and call it a day. There's even some coal! Now is the time to make my first pickaxe. I get to work...
...and I'm done. It's pretty cramped, and not very pleasing to the eye, but it'll get the job done for now.
Here's some interesting things to note.
Dropped items did not have a rotating 3D model like they do now. Instead, they were flat sprites that rotated based on the direction from which the player was looking at them.
Take a look at that door sprite! While significantly different compared to what we have now, rest assured that the door model itself is still the same. Right clicking a door yields no animation from the player. The door simply opens/closes. Left clicking also opens doors, with the added bonus of player animation.
I needed some cobblestone now, for upgraded tools and a furnace. I mined away some of the excess dirt and stone and I'm now left with a tidier - though still pretty rough-looking - little base. In addition to a crafting table, I now have a furnace and a double chest (note that chests were equal in height to regular blocks, had a black bisecting line, and that the top of furnaces had the same texture as smooth stone).
It was starting to get dark at this point, so I began looking for things to do to keep me busy until the sun rises, at which point I would have to start stocking up on food.
I began digging a mine inside of my house, but I hadn't enough torches. While I did find coal earlier, it was only two pieces - barely enough to illuminate my home. I didn't want to dig tunnels - not without an adequate supply of torches, at least. I decided to go outside and take my chances on finding an exposed cave.
That didn't take long. About 20 blocks south of my home there was this tiny, unassuming cave. Nothing special, though I did find iron (5 iron ore!). While exciting, I can't really do anything with this until I find coal, and I don't want to keep placing and picking up my single torch all night, so coal becomes my main objective.
Upon exiting the cave, a zombie caught me off-guard and totally destroyed me. Thankfully, my home, and thus the cave in which I died, was easy to find from my spawn.
Continuing, west from my base, I found this little pit. I thought it was promising. It's at least a 20-block drop, straight down. I figured it must expose some ores, or, at least, another cave branch; however, aside from a few pieces of iron, and some gravel...a dead end.
I walked south to a little hill that housed the opening of a cave, and it was here that I noticed...the sun was coming up. My first day had ended, and so began my second.
Accomplished on Day 1:
Obtained a decent amount of wood
Built a home (more like modified a hillside, but it's whatever)
The second day is off to a great start, as, within walking distance, I spot a mountain with coal in its side. I would've been pleased with just 8 pieces, but I stumbled upon much more - 52! I was quite a distance from my home at this point, so I walked back and began my search for food, keeping close to base.
Here are some images of the land around my home. Up top is another forest. This one is east of my spawn, unlike the west forest shown during Day 1. On the bottom is a monstrous-looking mountain. I won't say that I prefer Alpha's land generation over what we have now, but I won't say it isn't pretty awesome, either.
It's past noon at this point, and just as I'm about to quit the search for food, I see a group of pigs (right beside my spawn, too. Go figure.). Moments later I return home with 5 porkchops. Note the black outline around the sprite, present all the way until 1.4.2 (full release).
After returning home, I add some furnaces, some slabs near the rear entrance (I planned on adding stairs, but they have not been added yet), created some torches, and smelted my iron/food. I used every last piece of iron to create two pickaxes, a sword, and a shovel. It's night time at this point, so with a fresh inventory, I once again travel in to the small mine that I began the previous day - with the intention of reaching bedrock.
I dig just a few blocks in to my mine...and see this. Coal. I'm a bit annoyed. Had I just dug a few more blocks in to my mine, I could've avoided a night and morning's worth of walking around just to find coal.
I continued digging quite a bit until I finally found a cave! At the moment I broke through, I turned around to take a picture, showing just how far I had to dig to find a cave. The visible iron ore enticed me, so I dug my way down.
Gold! Aside from this and a few pieces of Iron, this cave dead-ends both ways. I continued down...
...annnnd we're at bedrock. No more caves. Disappointed, I headed back up, but I'll return here later to begin my branch mine.
We're well in to the morning of Day 3 at this point, so I begin to smelt what little bit of gold and iron I had. I then, using all of my gold, made a golden sword for absolutely no reason. Clocks aren't here yet, and gold tools don't yet offer faster-than-diamond mining capabilities, so I can't think of any other reason to use it. A novelty. I then return to the bottom of my mine and begin branching out tunnels. It's rather boring, and I'm fairly certain I won't find anything, until...
Diamonds! Only two, though. Excited, I return home. You can see just how uneventful my branch mining was up until this point, only having found 3 iron ore and 4 coal.
The main double chest I had been using was starting to become full, so I made three new chests, labeling them with signs. Let me just say I was genuinely shocked at just how large the signs were! They're nearly two blocks in height, just over 1.5. They also aren't stackable and cannot be mounted on walls, annoyingly. Valuables (ores and such) to the left, and weapons, tools, food, and armor to the right. The first double chest will now only be used for raw materials/miscellaneous items.
Here I had also began digging out a large room directly behind my work area. I didn't make much progress, but this will later be a large storage room.
The sun was beginning to set at this point, and I decided to do something about the excess trees surrounding my home.
When the night set in, I began chopping down as many trees as my iron axe would allow. Up top, you see the "before" picture, and at the bottom, you see the "after" picture. Many of the trees are gone, and you also see a cobblestone outline. Later on, I will get rid of more trees, encircle my home with this cobblestone outline, and build large cobblestone walls, giving myself enough room to build a "proper" home as well as a farm and improved mine. As the sun rises, our third day ends, and so does this entry.
Accomplished on Day 2 and 3:
Found coal
Found food
Improved base
Continued in-home mine, all the way to bedrock
Found first piece of Gold Ore
Began tunneling out the branch mine
Found first Diamonds
Added more chests
Discovered adorably large signs
Began work on storage room
Destroyed surrounding trees
Began laying the outline for what will later become tall cobblestone walls
I will dedicate days 4, 5, and part of 6 to finding a Brick Pyramid. Updates to come.
The most mundane days so far...constantly walking, in pursuit of those elusive brick pyramids. My time in Infdev is coming to an end, so, nearing the end of the sixth day, I decide to just stop, and walk back home. I don't arrive home until the dawn of the seventh and final Infdev day. While I did not find a brick pyramid, I did find some incredible terrain. I found large gravel beaches, I found what looked like Infdev's attempt at biomes (forests, huge plains, mountain ranges, loosely-connected islands, etc), and I found an abundance of those "plus signs," a popular sign of...
Days 4, 5, and 6 were filled with monotony. Drained from the long walk to and from, I wanted to do something productive, so I built a small farm. It's absolutely tiny. Only 12 seeds are planted currently. It's tall enough that mobs shouldn't be able to access it, exposed enough that it remains well-lit all day, and illuminated enough on the inside that the crops should still receive adequate lighting during the night. I didn't have enough iron for a bucket, so I was forced to build the farm using the ocean close to both my home and spawn. In the last picture you can see just how close it is to my home (at the far right you see a glimpse of my home's front entrance).
Using the last of my cobblestone, I created a path leading from what will soon be my "fort" to the farm. I also added a bit to the wall outline.
The sun set, and I spent the entire night mining cobblestone. Moments before the sun would rise on the eighth day, I went outside and begin building the walls. Here you can see just how much was done as daylight creeps in.
I'm pretty much out of iron at this point. In fact, I've just one ingot left. The next couple of days will no doubt have to be spent in the mines - I don't want to be reduced to cobblestone pickaxes for much longer.
Accomplished on Day 7:
Farm built (to be honest, I didn't even know farming mechanics were present this early in development) and connected to home
I've made some changes to how I will go about progressing through updates. Rather than spending x amount of days in a particular version, each version will instead get one entry. The length of every entry will vary. It could span a single game day, or 10+ game days, but it will never be more than one post (excluding post #2 in this thread, since that was made before this change). After the entry is made, I'll move on to the next update, make an entry, next update, make an entry...and so on.
From Infdev, we can only go straight to Alpha 1.0.4, the fourth "Seecret Friday Update" (we started with the first) in the launcher, skipping 4 Infdev updates and 5 Alpha updates. A lot of changes and additions have been made. Here they are, in order:
You can read patch notes in their entirety on the Wiki.
Infdev - June 24th, 2010
New save file format
Modifications to the rail laying code
Better framerate
Less crashes, new Crash Report screen
Ride-able minecarts that can't be opened
Infdev - June 25th, 2010
The save file format was changed back to what it was in the June 18th build (playable from the launcher) as it made world files huge.
Infdev - June 25th, 2010 - "Seecret Friday Update" #2
A new sitting animation for riding in minecarts/boats
Minecart skin reverted
Player no longer suffocates when riding a minecart through a tunnel two blocks in height
Anyways...
The first thing I did was put the signs on the walls. It looks much better now (note how much smaller the signs are now, btw).
Next, I cleaned up my inventory and prepared to head in to the mine. I'm bringing a crafting bench and plenty of sticks, because, as you can see, I don't have much in the way of tools. Bringing those two things will allow me to work and craft as I go.
I branched off of my original staircase and dug another (facing south) and came across this lava bit. Assuming it was connected to a larger lava source housed in a cave, I tunneled next to it...and I was right! I found what I originally thought was just a small, isolated cavern, but venturing further led me to the most impressive cave I've seen yet. Ores, water, and lava everywhere.
While wandering around, I noticed the strangest thing...animals! These weren't the only ones - I found two more sheep and three more pigs after taking these screenshots. I looked all around for an opening to the surface, but could find none. Strange.
I continued mining until all of my pickaxes wore out. I left the cave pretty satisfied. 40 Iron, 19 Gold, and 115 Coal. The cave was pretty expansive, but there were much more tunnels than ore, so I probably won't come back to this one.
Accomplished:
House organization
Lots and lots of mining (needed cobblestone to complete my walls, especially)
i got minecraft in early 2012, shortly before 1.2 was released. all the lets plays of the game i watched on youtube were in either alpha or beta, so i've got a lot of nostalgia from those periods although i didn't play them myself.
i did not know the signs were so big. i'll be following this best i can.
i got minecraft in early 2012, shortly before 1.2 was released. all the lets plays of the game i watched on youtube were in either alpha or beta, so i've got a lot of nostalgia from those periods although i didn't play them myself.
i did not know the signs were so big. i'll be following this best i can.
I started playing in late September of 2010. Watching X's Adventures in Minecraft is what did it for me. Performance-wise, it wasn't enjoyable - I played on a netbook, giving me 25fps w/ Tiny view distance on a good day, but it was all I had, and I loved it.
I didn't know signs were so big either. When I put them down, I laughed at how goofy it looked. Thanks for following along though!
I've been messing around with very early versions myself recently. It's fascinating to see where Minecraft came from and how it grew over time isn't it?
Have fun with the sheep spawning in your mines and caves and all over everything you own and trampling your crops now lol
Indeed it is. That is exactly what drove me to do this. One of my big goals for this is to build a ridiculously long minecart track, and, once I'm nearing the more recent updates, put the world up for download. I want people to be able to hop on that minecart track and see - just from the terrain alone, if not more - just how much has changed.
Oh, and I've experienced that quite a bit already.
A relatively small update, and a small entry to match. Here's what 1.0.5_01 brought with it:
Shovel required for snowballs, and you can only stack eight of them
Ice refreezes
New snowball sound effect
Snow blocks on top of top-snow no longer looks weird (whatever that meant...)
Anyways...
Using all the cobblestone I mined up while tunneling, I completed the wall outline and began building up. It's almost finished - I'll take a guess and say this will be finished with at least 3 more stacks, and, after that, I'll begin leveling the hill on which I'll build a "proper" house.
Accomplished:
Wall outline complete, wall itself is almost done
A pretty short entry. I don't have as much playing time today as I would've liked.
The next available version sees us, once again, skipping a few updates. A shortened list of what came between 1.0.5_01 and 1.0.11 is below:
Boats
Cacti
Large trees
You can now see what you're holding in 3rd person
Animals now only spawn on grass (this explains why I saw those animals deep underground a few entries ago)
Snowballs now stack to 16 (from 8)
Snow blocks now require only 4 snowballs instead of 9
Leaf decay returns
Monster spawning tweaked to make things more difficult
Cows, milk, and leather added
Leather armor is now crafted with leather instead of cloth/wool
Improved animations
Support for survival multiplayer
Sugar cane (previously reeds), paper, and books
Bookshelves
Craftable brick blocks with a new texture
Clay and clay blocks
Bricks (as an item)
Slimes and slimeballs
Milk can now be obtained with a bucket
New cactus texture
Cacti only deal damage when touched and can only be placed on sand
Updated terrain generator
So, with that out of the way...
I've been hard at work. The wall is now completed, I've built my "proper" house, I've laid some gravel walkways, and made a small building for the entrance to what will later be a more organized mine.
Here's the view upon entering what I now call "Fort Infdev," since that was when its construction began. You can see the mine entrance to the far left, my first base in the middle, and my new house up top.
Nothing is inside of here yet - I'll begin working on this during my next play session.
A closeup of my house. I'm not even close to finishing the interior, but I've done enough to make it worth showing.
Here's the first floor. To the right of the staircase will be nothing but furnaces. You can see I've already placed a few.
Here's what's on the right side of the staircase - the main work area. Also over here is a doorway leading to my (not-yet built) garden/farm. After this is complete I will probably no longer use the little farm I built on the beach.
Here's the second floor. So far, there are only three chests organized just like they were in my first base - food/armor, weapons/tools, and valuables. On the right is the doorway to the balcony.
The balcony offers a pretty pleasant view.
One last thing - behind the staircase is a ladder. Going down takes you through a tunnel that breaks through what was going to be a storage room (that I originally mentioned in this entry, day 2/3), connected to my first base. This place will now act as a "basement," if anything.
A lot of my resources were exhausted in the process of building this. Back to the mines...
We are now on the seventh (out of 10) Seecret Friday Update, and with this we have:
Chickens + eggs (i didn't even notice the lack of chickens until now, honestly)
Jukeboxes + music discs
Minecarts w/ Furnaces and Chests
Cows are now brown and white (previously black and white, but I didn't notice that either)
3 new ambient soundtracks
Arrow tips are now made with flint (previously iron ingots)
So, with that out of the way...
The world has seen some pretty big additions since the last entry. We now have a tower, greenhouse, and that small building to the bottom-right leads to an network of tunnels underneath the fort that connect to mob farms (which have not been built yet). I'll go over all the new stuff in detail below.
This is just the foundation for what will eventually be a ridiculously long minecart track. As I said in the original post, while my current base is suitable for now, I will eventually have to venture farther and farther away to take advantages of new things like blocks/items/mobs/biomes. This minecart track will connect all of it, giving a tour of everything so that, eventually, you'll be able to see how the world itself has changed along with the game. I'll probably call it something dumb, such as "World Tour Railway."
Here is a closeup of the Mob Farm(s) building. There's not much to show, really, it's just a staircase that goes down a ~30 block long tunnel near bedrock level.
Here is the only "Mob Farm" at the moment. Truthfully, this hasn't been touched since nearly a year ago when I was still actively updating this thread, so I forgot whose tutorial I was basing this design on. Most likely one of Kiershar's.
Back up top and inside the fort, we have two new pathways that go to the greenhouse (left) and tower (right).
If it's not as tall as the build limit, it's pretty close but I can't remember for sure. Its only entrance is inside the fort, and the entrance is a rather claustrophobic 1x2 tunnel featuring a glass ceiling.
To get up to the top, you simply ride the edges of the 2x2 waterfall. I didn't realize climbing up was this slow (definitely slower than recent Minecraft versions), but at least getting back down is fast. The top offers a good view of just about everything I've done so far (above ground).
Entry to the greenhouse is pretty much the same as with the tower - it can only be done from within the fort, and the walkway to witch is totally sealed with a glass ceiling. There isn't much to show inside the greenhouse yet as it isn't fully populated, but I am gonna eventually have to do something about the suspended dirt that I'm using to hold torches. I've yet to see it occur in these old versions, but eventually, even isolated dirt will grow grass if exposed to sunlight, which will spawn mobs that'll trample my crops.. All that aside, the greenhouse is pretty well defended from everything except spiders, but, again, I've yet to see them crawl up walls, so maybe they're not a problem yet.
Finally, I used one of my only two diamonds to craft a jukebox, but I don't think I'll be coming across any music discs soon.
At this point, I've done pretty much everything I wanna do (for now) on the surface. I've got my big pointless tower, a greenhouse that, in addition to the frequently-spawning mobs inside the fort, will provide a steady health supply, and a dedicated tunnel system for playing with mob traps. What I do next will be underground - either staying in the mines or creating one of those aforementioned mob traps. We'll see.
Accomplished:
Fort Infdev Tower complete
Greenhouse complete
Mob trap network created
World Tour Railway bridge created
Jukebox created
Rollback Post to RevisionRollBack
I'm gonna buy a cheap bouquet before it dies on the display.
I'm sure this has been done before, but I've always wanted to do it myself and document it.
Basically, I will begin a new Minecraft world in the oldest survival version (which I believe is listed as "inf_20100618" in the launcher). I will play 2-7 days in that version, update to the next, play 2-7 days, update again...all the way until our current, beloved 1.11.2. The significance of the update will determine how many game days I spend playing it, but never less than 2, and never more than 7.This has been changed. Rather than spending x amount of days in a particular version, each version will instead get one entry. The length of every entry will vary. It could span a single game day, or 10+ game days, but it will never be more than one post (excluding post #2 in this thread, since that was made before this change). After the entry is made, I'll move on to the next update, make an entry, next update, make an entry...and so on.
As more and more updates come, I'll have to venture out farther (new chunks) to take advantage of things like the eventual addition of redstone, and, later, biomes, generated structures, and more. This world will end up being rather big, so I think this journal can prove interesting. I can only hope that a world started in such an old version will be able to survive the numerous level format changes. If, for whatever reason, this doesn't make it to 1.11.2, then we'll go as far as we can.
So, let's begin with Minecraft Infdev.
Dat logo. And who could forget the plethora of in-game options?
What we have here is one of the later versions of Infdev. Not the first, not the last. The string of numbers following "infdev_," as seen in the launcher, is the date of release. 20100618 is June 18th, 2010. This is the first of the "Seecret Friday" updates. Four more updates were released for Infdev, and the first Alpha version was released shortly after that.
This means we won't be seeing Brick Pyramids, or anything else exclusive to early Infdev versions (like spawning with 999 Wood Planks and Glass Blocks).Correction: We might see Brick Pyramids! Brick Pyramids were not removed until the final Infdev update: June 27th, 2010.
So, what was new to Minecraft in this update?
With that out of the way, I'll be starting under "World1." ...
______________________________________________________
Day 1
Version: Infdev
Oh, that endearing shade of green. I have no complaints about the spawn. There's plenty of trees. There's even a forest of decent size behind me, as the second image shows. Might as well take advantage and punch some of these trees away...
I got a few logs - just enough to make a wooden axe - and chopped as many trees as I could before it wore out. I'm left with, what I consider, more than enough wood to start off the first day. It is then that I realize that there is no sound. Over three years ago, I made a thread asking about this. After further testing, I discovered that sound actually did work below Alpha 1.2.6 - all the way down to Alpha 1.1.12_01, but below that there is nothing but silence. A trip to the Minecraft Wiki points to this (under the Trivia section):
Anyways...
Noon approaches, so I shift gears and focus on finding a place to stay. A short walk, north-west of my spawn, leads me to this little hole in the side of a hill. I'll simply patch up the holes with wooden planks and call it a day. There's even some coal! Now is the time to make my first pickaxe. I get to work...
...and I'm done. It's pretty cramped, and not very pleasing to the eye, but it'll get the job done for now.
Here's some interesting things to note.
I needed some cobblestone now, for upgraded tools and a furnace. I mined away some of the excess dirt and stone and I'm now left with a tidier - though still pretty rough-looking - little base. In addition to a crafting table, I now have a furnace and a double chest (note that chests were equal in height to regular blocks, had a black bisecting line, and that the top of furnaces had the same texture as smooth stone).
It was starting to get dark at this point, so I began looking for things to do to keep me busy until the sun rises, at which point I would have to start stocking up on food.
I began digging a mine inside of my house, but I hadn't enough torches. While I did find coal earlier, it was only two pieces - barely enough to illuminate my home. I didn't want to dig tunnels - not without an adequate supply of torches, at least. I decided to go outside and take my chances on finding an exposed cave.
That didn't take long. About 20 blocks south of my home there was this tiny, unassuming cave. Nothing special, though I did find iron (5 iron ore!). While exciting, I can't really do anything with this until I find coal, and I don't want to keep placing and picking up my single torch all night, so coal becomes my main objective.
Upon exiting the cave, a zombie caught me off-guard and totally destroyed me. Thankfully, my home, and thus the cave in which I died, was easy to find from my spawn.
Continuing, west from my base, I found this little pit. I thought it was promising. It's at least a 20-block drop, straight down. I figured it must expose some ores, or, at least, another cave branch; however, aside from a few pieces of iron, and some gravel...a dead end.
I walked south to a little hill that housed the opening of a cave, and it was here that I noticed...the sun was coming up. My first day had ended, and so began my second.
Accomplished on Day 1:
Day 2 and 3
Version: Infdev
The second day is off to a great start, as, within walking distance, I spot a mountain with coal in its side. I would've been pleased with just 8 pieces, but I stumbled upon much more - 52! I was quite a distance from my home at this point, so I walked back and began my search for food, keeping close to base.
Here are some images of the land around my home. Up top is another forest. This one is east of my spawn, unlike the west forest shown during Day 1. On the bottom is a monstrous-looking mountain. I won't say that I prefer Alpha's land generation over what we have now, but I won't say it isn't pretty awesome, either.
It's past noon at this point, and just as I'm about to quit the search for food, I see a group of pigs (right beside my spawn, too. Go figure.). Moments later I return home with 5 porkchops. Note the black outline around the sprite, present all the way until 1.4.2 (full release).
After returning home, I add some furnaces, some slabs near the rear entrance (I planned on adding stairs, but they have not been added yet), created some torches, and smelted my iron/food. I used every last piece of iron to create two pickaxes, a sword, and a shovel. It's night time at this point, so with a fresh inventory, I once again travel in to the small mine that I began the previous day - with the intention of reaching bedrock.
I dig just a few blocks in to my mine...and see this. Coal. I'm a bit annoyed. Had I just dug a few more blocks in to my mine, I could've avoided a night and morning's worth of walking around just to find coal.
I continued digging quite a bit until I finally found a cave! At the moment I broke through, I turned around to take a picture, showing just how far I had to dig to find a cave. The visible iron ore enticed me, so I dug my way down.
Gold! Aside from this and a few pieces of Iron, this cave dead-ends both ways. I continued down...
...annnnd we're at bedrock. No more caves. Disappointed, I headed back up, but I'll return here later to begin my branch mine.
We're well in to the morning of Day 3 at this point, so I begin to smelt what little bit of gold and iron I had. I then, using all of my gold, made a golden sword for absolutely no reason. Clocks aren't here yet, and gold tools don't yet offer faster-than-diamond mining capabilities, so I can't think of any other reason to use it. A novelty. I then return to the bottom of my mine and begin branching out tunnels. It's rather boring, and I'm fairly certain I won't find anything, until...
Diamonds! Only two, though. Excited, I return home. You can see just how uneventful my branch mining was up until this point, only having found 3 iron ore and 4 coal.
The main double chest I had been using was starting to become full, so I made three new chests, labeling them with signs. Let me just say I was genuinely shocked at just how large the signs were! They're nearly two blocks in height, just over 1.5. They also aren't stackable and cannot be mounted on walls, annoyingly. Valuables (ores and such) to the left, and weapons, tools, food, and armor to the right. The first double chest will now only be used for raw materials/miscellaneous items.
Here I had also began digging out a large room directly behind my work area. I didn't make much progress, but this will later be a large storage room.
The sun was beginning to set at this point, and I decided to do something about the excess trees surrounding my home.
When the night set in, I began chopping down as many trees as my iron axe would allow. Up top, you see the "before" picture, and at the bottom, you see the "after" picture. Many of the trees are gone, and you also see a cobblestone outline. Later on, I will get rid of more trees, encircle my home with this cobblestone outline, and build large cobblestone walls, giving myself enough room to build a "proper" home as well as a farm and improved mine. As the sun rises, our third day ends, and so does this entry.
Accomplished on Day 2 and 3:
I will dedicate days 4, 5, and part of 6 to finding a Brick Pyramid. Updates to come.
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Day 4, 5, and 6
Version: Infdev
The most mundane days so far...constantly walking, in pursuit of those elusive brick pyramids. My time in Infdev is coming to an end, so, nearing the end of the sixth day, I decide to just stop, and walk back home. I don't arrive home until the dawn of the seventh and final Infdev day. While I did not find a brick pyramid, I did find some incredible terrain. I found large gravel beaches, I found what looked like Infdev's attempt at biomes (forests, huge plains, mountain ranges, loosely-connected islands, etc), and I found an abundance of those "plus signs," a popular sign of...
.
sigh
Accomplished on Days 4, 5, and 6:
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Day 7
Version: Infdev
Days 4, 5, and 6 were filled with monotony. Drained from the long walk to and from, I wanted to do something productive, so I built a small farm. It's absolutely tiny. Only 12 seeds are planted currently. It's tall enough that mobs shouldn't be able to access it, exposed enough that it remains well-lit all day, and illuminated enough on the inside that the crops should still receive adequate lighting during the night. I didn't have enough iron for a bucket, so I was forced to build the farm using the ocean close to both my home and spawn. In the last picture you can see just how close it is to my home (at the far right you see a glimpse of my home's front entrance).
Using the last of my cobblestone, I created a path leading from what will soon be my "fort" to the farm. I also added a bit to the wall outline.
The sun set, and I spent the entire night mining cobblestone. Moments before the sun would rise on the eighth day, I went outside and begin building the walls. Here you can see just how much was done as daylight creeps in.
I'm pretty much out of iron at this point. In fact, I've just one ingot left. The next couple of days will no doubt have to be spent in the mines - I don't want to be reduced to cobblestone pickaxes for much longer.
Accomplished on Day 7:
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Entry #5
Version: Alpha 1.0.4
I've made some changes to how I will go about progressing through updates. Rather than spending x amount of days in a particular version, each version will instead get one entry. The length of every entry will vary. It could span a single game day, or 10+ game days, but it will never be more than one post (excluding post #2 in this thread, since that was made before this change). After the entry is made, I'll move on to the next update, make an entry, next update, make an entry...and so on.
From Infdev, we can only go straight to Alpha 1.0.4, the fourth "Seecret Friday Update" (we started with the first) in the launcher, skipping 4 Infdev updates and 5 Alpha updates. A lot of changes and additions have been made. Here they are, in order:
You can read patch notes in their entirety on the Wiki.
Infdev - June 24th, 2010
Infdev - June 25th, 2010
Infdev - June 25th, 2010 - "Seecret Friday Update" #2
Infdev - June 27th, 2010 (Final Infdev Release)
Alpha 1.0.0 - June 30th, 2010
Alpha 1.0.1 - July 3rd, 2010 - "Seecret Friday Update" #3
Alpha 1.0.1_01 - July 4th, 2010
Alpha 1.0.2_01 - July 6th, 2010
Alpha 1.0.3 - July 6th, 2010
Alpha 1.0.4 - July 9th, 2010 - "Seecret Friday Update" #4
Anyways...
The first thing I did was put the signs on the walls. It looks much better now (note how much smaller the signs are now, btw).
Next, I cleaned up my inventory and prepared to head in to the mine. I'm bringing a crafting bench and plenty of sticks, because, as you can see, I don't have much in the way of tools. Bringing those two things will allow me to work and craft as I go.
I branched off of my original staircase and dug another (facing south) and came across this lava bit. Assuming it was connected to a larger lava source housed in a cave, I tunneled next to it...and I was right! I found what I originally thought was just a small, isolated cavern, but venturing further led me to the most impressive cave I've seen yet. Ores, water, and lava everywhere.
While wandering around, I noticed the strangest thing...animals! These weren't the only ones - I found two more sheep and three more pigs after taking these screenshots. I looked all around for an opening to the surface, but could find none. Strange.
I continued mining until all of my pickaxes wore out. I left the cave pretty satisfied. 40 Iron, 19 Gold, and 115 Coal. The cave was pretty expansive, but there were much more tunnels than ore, so I probably won't come back to this one.
Accomplished:
oh sweet nostalgia...
i got minecraft in early 2012, shortly before 1.2 was released. all the lets plays of the game i watched on youtube were in either alpha or beta, so i've got a lot of nostalgia from those periods although i didn't play them myself.
i did not know the signs were so big. i'll be following this best i can.
artist, writer, content producer.
I started playing in late September of 2010. Watching X's Adventures in Minecraft is what did it for me. Performance-wise, it wasn't enjoyable - I played on a netbook, giving me 25fps w/ Tiny view distance on a good day, but it was all I had, and I loved it.
I didn't know signs were so big either. When I put them down, I laughed at how goofy it looked. Thanks for following along though!
Indeed it is. That is exactly what drove me to do this. One of my big goals for this is to build a ridiculously long minecart track, and, once I'm nearing the more recent updates, put the world up for download. I want people to be able to hop on that minecart track and see - just from the terrain alone, if not more - just how much has changed.
Oh, and I've experienced that quite a bit already.
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Entry #6
Version: Alpha 1.0.5_01
A relatively small update, and a small entry to match. Here's what 1.0.5_01 brought with it:
Anyways...
Using all the cobblestone I mined up while tunneling, I completed the wall outline and began building up. It's almost finished - I'll take a guess and say this will be finished with at least 3 more stacks, and, after that, I'll begin leveling the hill on which I'll build a "proper" house.
Accomplished:
A pretty short entry. I don't have as much playing time today as I would've liked.
Entry #7
Version: Alpha 1.0.11
The next available version sees us, once again, skipping a few updates. A shortened list of what came between 1.0.5_01 and 1.0.11 is below:
So, with that out of the way...
I've been hard at work. The wall is now completed, I've built my "proper" house, I've laid some gravel walkways, and made a small building for the entrance to what will later be a more organized mine.
Here's the view upon entering what I now call "Fort Infdev," since that was when its construction began. You can see the mine entrance to the far left, my first base in the middle, and my new house up top.
Nothing is inside of here yet - I'll begin working on this during my next play session.
A closeup of my house. I'm not even close to finishing the interior, but I've done enough to make it worth showing.
Here's the first floor. To the right of the staircase will be nothing but furnaces. You can see I've already placed a few.
Here's what's on the right side of the staircase - the main work area. Also over here is a doorway leading to my (not-yet built) garden/farm. After this is complete I will probably no longer use the little farm I built on the beach.
Here's the second floor. So far, there are only three chests organized just like they were in my first base - food/armor, weapons/tools, and valuables. On the right is the doorway to the balcony.
The balcony offers a pretty pleasant view.
One last thing - behind the staircase is a ladder. Going down takes you through a tunnel that breaks through what was going to be a storage room (that I originally mentioned in this entry, day 2/3), connected to my first base. This place will now act as a "basement," if anything.
A lot of my resources were exhausted in the process of building this. Back to the mines...
Accomplished:
Entry #8
Version: Alpha 1.0.14
We are now on the seventh (out of 10) Seecret Friday Update, and with this we have:
So, with that out of the way...
The world has seen some pretty big additions since the last entry. We now have a tower, greenhouse, and that small building to the bottom-right leads to an network of tunnels underneath the fort that connect to mob farms (which have not been built yet). I'll go over all the new stuff in detail below.
This is just the foundation for what will eventually be a ridiculously long minecart track. As I said in the original post, while my current base is suitable for now, I will eventually have to venture farther and farther away to take advantages of new things like blocks/items/mobs/biomes. This minecart track will connect all of it, giving a tour of everything so that, eventually, you'll be able to see how the world itself has changed along with the game. I'll probably call it something dumb, such as "World Tour Railway."
Here is a closeup of the Mob Farm(s) building. There's not much to show, really, it's just a staircase that goes down a ~30 block long tunnel near bedrock level.
Here is the only "Mob Farm" at the moment. Truthfully, this hasn't been touched since nearly a year ago when I was still actively updating this thread, so I forgot whose tutorial I was basing this design on. Most likely one of Kiershar's.
Back up top and inside the fort, we have two new pathways that go to the greenhouse (left) and tower (right).
If it's not as tall as the build limit, it's pretty close but I can't remember for sure. Its only entrance is inside the fort, and the entrance is a rather claustrophobic 1x2 tunnel featuring a glass ceiling.
To get up to the top, you simply ride the edges of the 2x2 waterfall. I didn't realize climbing up was this slow (definitely slower than recent Minecraft versions), but at least getting back down is fast. The top offers a good view of just about everything I've done so far (above ground).
Entry to the greenhouse is pretty much the same as with the tower - it can only be done from within the fort, and the walkway to witch is totally sealed with a glass ceiling. There isn't much to show inside the greenhouse yet as it isn't fully populated, but I am gonna eventually have to do something about the suspended dirt that I'm using to hold torches. I've yet to see it occur in these old versions, but eventually, even isolated dirt will grow grass if exposed to sunlight, which will spawn mobs that'll trample my crops.. All that aside, the greenhouse is pretty well defended from everything except spiders, but, again, I've yet to see them crawl up walls, so maybe they're not a problem yet.
Finally, I used one of my only two diamonds to craft a jukebox, but I don't think I'll be coming across any music discs soon.
At this point, I've done pretty much everything I wanna do (for now) on the surface. I've got my big pointless tower, a greenhouse that, in addition to the frequently-spawning mobs inside the fort, will provide a steady health supply, and a dedicated tunnel system for playing with mob traps. What I do next will be underground - either staying in the mines or creating one of those aforementioned mob traps. We'll see.
Accomplished: