I've always built right at spawn, with virtually all of my exploration of the world being caving during the end-game, and I've often used AMIDST to make sure that I get a good spawn, specifically, that there is plenty of land around spawn as I don't want to spawn next to or in an ocean (this was more of an issue in vanilla 1.6.4 while my mod increases the amount of land, and more recently, I've found how to ensure that there is always land within 1024 blocks of the origin). I also prefer to have a plains biome at spawn, and while this is harder to guarantee, especially in my mods since there are so many different biomes (the closest full-size plains biome that I found in my last world was over 1000 blocks away; however, various biomes have smaller plains within them, including the one I spawned in) I've tested a chosen seed before actually playing on it and made a last minute change to my mod to change whatever I spawned in into a plains by swapping them around since AMIDST can't show modded biomes (I did not do any of these for my last world).
Here are surface maps of all of my main worlds; all the worlds named "World1", as well as TMCWv1, used the same seed, which is the only one that I've used that came from a random seed generated by the game (for my latest world, TMCWv4, I used its name as its seed, which was otherwise not known until I made the world):
I use Amidst to select a seed that puts me in a plains biome, not too far from a desert, and with an ocean monument close by. Those are my big requirements. I like to use lots of sea lanterns in my builds so I want to be able to build a guardian farm early on, and that takes a lot of sand for clearing the monument. Hence the need for desert. All other biomes I can reach by rail through the nether.
I always make sure my chicken cooker, food farms and iron golem farms, tree farms, etc., are within the spawn chunks so they are working all the time.
I'm pretty lazy with new worlds, preferring to let other people find good seeds for me. Going through and finding decent seeds takes time, which I'd rather spend playing the game than generating new worlds over and over. I play on an Xbox 360, so it isn't all that easy to find good seeds, and I really respect those here who do put in the effort and publish their findings.
In choosing a seed (as I say, generally one that someone else has found and published the details of), I look for features that will help me gain the next Xbox achievements I'm targeting. My current world featured a Woodland Mansion at spawn, and another one close by. At the time, I was concentrating on getting some mansion-related achievements. My next new Survival world will be created to chase whatever new achievements are released with the impending aquatic update.
I've left a little piece of deep ocean uncharted in my current world, in the hope that I can start playing straight away with some of the new aquatic features in my existing world once they're released. That way I don't need to worry about creating a new world as soon as the update gets released, and the "seedmasters" will have time to do their thing, and find me a good seed to move to later.
Hi, I'm Augur and I'm from New Zealand (NZ). Just call me "Augur". I'm an older person playing Minecraft Xbox 360 Legacy Console Edition without Xbox Gold (no online gaming, sorry), so please don't hate on the old. 😄
I too usually build within the spawn grid, not necessarily the exact spawn point.
I open Amidst, change the view to 2000 and count how many villages, temples, and witch huts (minor consideration) are in the spawn block and the surrounding 8 grid blocks. I prefer it when the first west stronghold is north of spawn, the second stronghold is northeast of spawn, and the final nearest stronghold is south of my spawn point.
The more villages and temples the better I like it. I care very little for igloos... few goodies to steal and they displace villages and temples.
Lou
I think I like his Caverness do not need a constant stream of hostile mobs to hold my attention. Bats, rabbits, parrots and most new mobs are IMO a complete waste! I prefer MineCraft without all the combat and most of the new mobs, passive or hostile. You can have every Ocean monument within all my worlds although I do like the sea lanterns.
edited 22:30 (10:30 PM)
@ PixlPlex; I create a railroad from my home, west, then north, it turns east, south and usually west again, it ties all 3 strongholds together. I pillage all 3, plus all villages and temples within those 9 grids. Once I've explored/improved all those areas I go back and strip all the planks, fence and rails out of the mines I discovered while exploring those 9 grids. Who needs combat?
I look for a tree, after felling it, I start to dig, and I look for a cave. After making myself Full Iron, and finding some diamonds I leave the cave, and I make a shelter to spend the next nights.
So, as the title states, what do you look for when you're starting a new world?
Sometimes I start out by walking for days until I find a nice flat area to where I can build a base. You?
My main worlds have been "what can I make of this seed?" rather than selecting a seed for its properties.
On the occasions where I use something non-random (counting a quote as the equivalent of a random seed), I tend to look for an interesting biome arrangement that makes some particular goal reasonably easy (eg. if planning a massive glass fantasy castle I want a not-too-distant dessert).
[These tend to be more experimental and are good when I need a break from my current main world.]
My initial base tends to be at or near spawn for convenience, once I have decent equipment and am well supplied with 'stuff', I'll start building 'interesting' bases as well as bases designed to exploit a local resource (eg. a desert mining camp or a jungle parrot farm).
[By the time I'm ready to move out of spawn, I'll have done enough exploring to have a number of likely candidate sites. ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Different people have different ways of survival, but you need to get the essentials and what you need befor finding places to build. Etc. what I usually do is get at least 15 then start of in a random hole in a cliff side then build a house and then build a better house.
HA. Seems like you guys have some crazy strategies. When I create a new world I just wander around until I find a place I like and then I start to build a home base. Once I find a spot I like I normally just dig down to find resources and other items and them continue on from there. I don't know about you guys but I find myself spending more time underground then I do above ground.
But I nearly always mark spawn and keep to a fairly small radius around it starting out.
Sometimes I use amidst to find what I'd like to have accessible.
But due to amidst not showing elevation, I usually just create world after world until I find what suits me.
Which is fairly flat, but not completely, in a place with a decent area of grass, access to large bodies of water, and having nearby access to Spruce and/or Dark Oak.
I don't know about you guys but I find myself spending more time underground then I do above ground.
I tend to spend an equal amount of time both above ground and below. On the surface I like to flatten out my home base land, making it perfectly flat all around, then building manual farms, manual ranches, then a villager farm, then I'll start looking at industrialisation and automation. Below ground I dig a vertical shaft straight down from my main base to Y:12 and start a branch mine from there, with four main drifts leading off to the cardinal points, and branches at two block spaces leading off from each. Then I alternate my time between the branch mine and the surface, visiting the End and the Nether as needed for resources.
My branch mine is a thing of beauty, with three block wide drifts that are carpeted either red, green, blue or yellow for easy identification of which compass point they follow, and each carpet has an orange slashing at regular intervals to point the way back to my base. The branches are one block wide, at a spacing of two blocks, and when I reach the far end of the world from my drift, I go back and remove the torches and seal up the branch using polished andesite. Whenever I see polished andesite underground, I know that I've been there and sealed something off. Eventually, the four main drifts get automated minecart tracks, so I can just dump my diggings in the drift and they end up in my item sorter. I also harvest the lava lakes with buckets for fuel, and turn any mob spawners I find into manual mob farms.
I've been toying with the idea of using a water-based mob elevator for an automated mob grinder (being that, as I'm already at Y:12, a fall-based mob grinder is awkward from there without an initial elevator), but I think I'll wait to see what the aquatic update does to water first, and see if any community creations get broken due to it first, before I invest the effort into this.
Hi, I'm Augur and I'm from New Zealand (NZ). Just call me "Augur". I'm an older person playing Minecraft Xbox 360 Legacy Console Edition without Xbox Gold (no online gaming, sorry), so please don't hate on the old. 😄
In my case it is an understatement to say that I spend a lot of time underground - virtually all of my gameplay after the endgame is spent caving, with more than 3 million resources collected in a single world, which would be considered to be very primitive and undeveloped by most players standards as there are no mob/resource/XP farms/automation of any kind (beyond a simple animal pen) and my builds are pretty simple and are mostly functional. My main bases are built above ground although my first shelter is usually just below the surface along the staircase down to my branch-mine (a simple grid of 1x2 tunnels, again valuing function/efficiency over style. Despite making up the majority of my overall gameplay I do not do any caving until the "end-game", beyond exploring anything my mine runs into and only to an intersection. The only time I travel more than 100 or so blocks from spawn before then is to find a stronghold, and this is a big reason why I want the spawn area to be good).
(also, I'm not sure if LoRaM100 was referring to me when they mentioned "his Caverness" but if so they are completely wrong about me not liking hostile mobs or combat; killing them by the hundreds, with nearly 300,000 killed in the aforementioned world, is one of the things I find fun about caving and my mods even add naturally spawning cave spiders in caves, along with witches (they do not naturally spawn in 1.6.4 and I never saw one until I made them do so since they immediately despawn from witch huts when they generate) and even the occasional Giant on the surface).
I like flat(ish) areas that are in the middle of or near a forest. I also like areas that are right next to the ocean.
Something else I find favorable in New Worlds is having a massive cave/cavern near spawn. It's really cool to be able to jump down into some water and be at diamond level, especially when you don't have to do most of the digging.
Below ground I dig a vertical shaft straight down from my main base to Y:12 and start a branch mine from there, with four main drifts leading off to the cardinal points, and branches at two block spaces leading off from each.
Funny thing about that. I do this as well. What I found to be interesting, since I did this, was that if you just dig in a certain direction and lay rails down behind you, you can bust through to different cave systems. I did this in my original world and had an hr long one way ride with each stop being a different cave system to explore. It was crazy and it made it not as boring as you would think it would be. Had to farm a ton of freaking wood though!!
I honestly prefer areas in a flat plains biome, near a river for easy irrigation of farms, and a cave nearby if vanilla, or a chunk covered in ore samples if my modded zombie apocalypse world (using Geolosys, which adds ore veins that mostly spawn in chunks with a specific sample spawning on the surface of said chunks). Then I build my base and exploit resources I find while exploring. If I have villages nearby, I take some crops and replant excess to keep their farms full; I'm respectful like that. If I have enough resources, I'll dedicate myself to protecting villages. Heck, I'll take out Illagers in their mansion if it's near a village.
Rollback Post to RevisionRollBack
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So, as the title states, what do you look for when you're starting a new world?
Sometimes I start out by walking for days until I find a nice flat area to where I can build a base. You?
Creator of Game Saver for Minecraft ----- www.minecraftgamesaver.com
I've always built right at spawn, with virtually all of my exploration of the world being caving during the end-game, and I've often used AMIDST to make sure that I get a good spawn, specifically, that there is plenty of land around spawn as I don't want to spawn next to or in an ocean (this was more of an issue in vanilla 1.6.4 while my mod increases the amount of land, and more recently, I've found how to ensure that there is always land within 1024 blocks of the origin). I also prefer to have a plains biome at spawn, and while this is harder to guarantee, especially in my mods since there are so many different biomes (the closest full-size plains biome that I found in my last world was over 1000 blocks away; however, various biomes have smaller plains within them, including the one I spawned in) I've tested a chosen seed before actually playing on it and made a last minute change to my mod to change whatever I spawned in into a plains by swapping them around since AMIDST can't show modded biomes (I did not do any of these for my last world).
Here are surface maps of all of my main worlds; all the worlds named "World1", as well as TMCWv1, used the same seed, which is the only one that I've used that came from a random seed generated by the game (for my latest world, TMCWv4, I used its name as its seed, which was otherwise not known until I made the world):
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 use Amidst to select a seed that puts me in a plains biome, not too far from a desert, and with an ocean monument close by. Those are my big requirements. I like to use lots of sea lanterns in my builds so I want to be able to build a guardian farm early on, and that takes a lot of sand for clearing the monument. Hence the need for desert. All other biomes I can reach by rail through the nether.
I always make sure my chicken cooker, food farms and iron golem farms, tree farms, etc., are within the spawn chunks so they are working all the time.
I'm pretty lazy with new worlds, preferring to let other people find good seeds for me. Going through and finding decent seeds takes time, which I'd rather spend playing the game than generating new worlds over and over. I play on an Xbox 360, so it isn't all that easy to find good seeds, and I really respect those here who do put in the effort and publish their findings.
In choosing a seed (as I say, generally one that someone else has found and published the details of), I look for features that will help me gain the next Xbox achievements I'm targeting. My current world featured a Woodland Mansion at spawn, and another one close by. At the time, I was concentrating on getting some mansion-related achievements. My next new Survival world will be created to chase whatever new achievements are released with the impending aquatic update.
I've left a little piece of deep ocean uncharted in my current world, in the hope that I can start playing straight away with some of the new aquatic features in my existing world once they're released. That way I don't need to worry about creating a new world as soon as the update gets released, and the "seedmasters" will have time to do their thing, and find me a good seed to move to later.
Hi, I'm Augur and I'm from New Zealand (NZ). Just call me "Augur". I'm an older person playing Minecraft Xbox 360 Legacy Console Edition without Xbox Gold (no online gaming, sorry), so please don't hate on the old. 😄
I too usually build within the spawn grid, not necessarily the exact spawn point.
I open Amidst, change the view to 2000 and count how many villages, temples, and witch huts (minor consideration) are in the spawn block and the surrounding 8 grid blocks. I prefer it when the first west stronghold is north of spawn, the second stronghold is northeast of spawn, and the final nearest stronghold is south of my spawn point.
The more villages and temples the better I like it. I care very little for igloos... few goodies to steal and they displace villages and temples.
Lou
I think I like his Caverness do not need a constant stream of hostile mobs to hold my attention. Bats, rabbits, parrots and most new mobs are IMO a complete waste! I prefer MineCraft without all the combat and most of the new mobs, passive or hostile. You can have every Ocean monument within all my worlds although I do like the sea lanterns.
edited 22:30 (10:30 PM)
@ PixlPlex; I create a railroad from my home, west, then north, it turns east, south and usually west again, it ties all 3 strongholds together. I pillage all 3, plus all villages and temples within those 9 grids. Once I've explored/improved all those areas I go back and strip all the planks, fence and rails out of the mines I discovered while exploring those 9 grids. Who needs combat?
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
I look for a tree, after felling it, I start to dig, and I look for a cave. After making myself Full Iron, and finding some diamonds I leave the cave, and I make a shelter to spend the next nights.
My main worlds have been "what can I make of this seed?" rather than selecting a seed for its properties.
On the occasions where I use something non-random (counting a quote as the equivalent of a random seed), I tend to look for an interesting biome arrangement that makes some particular goal reasonably easy (eg. if planning a massive glass fantasy castle I want a not-too-distant dessert).
[These tend to be more experimental and are good when I need a break from my current main world.]
My initial base tends to be at or near spawn for convenience, once I have decent equipment and am well supplied with 'stuff', I'll start building 'interesting' bases as well as bases designed to exploit a local resource (eg. a desert mining camp or a jungle parrot farm).
[By the time I'm ready to move out of spawn, I'll have done enough exploring to have a number of likely candidate sites. ]
Different people have different ways of survival, but you need to get the essentials and what you need befor finding places to build. Etc. what I usually do is get at least 15 then start of in a random hole in a cliff side then build a house and then build a better house.
HA. Seems like you guys have some crazy strategies. When I create a new world I just wander around until I find a place I like and then I start to build a home base. Once I find a spot I like I normally just dig down to find resources and other items and them continue on from there. I don't know about you guys but I find myself spending more time underground then I do above ground.
Creator of Game Saver for Minecraft ----- www.minecraftgamesaver.com
I'm kind of picky with my new worlds.
But I nearly always mark spawn and keep to a fairly small radius around it starting out.
Sometimes I use amidst to find what I'd like to have accessible.
But due to amidst not showing elevation, I usually just create world after world until I find what suits me.
Which is fairly flat, but not completely, in a place with a decent area of grass, access to large bodies of water, and having nearby access to Spruce and/or Dark Oak.
I tend to spend an equal amount of time both above ground and below. On the surface I like to flatten out my home base land, making it perfectly flat all around, then building manual farms, manual ranches, then a villager farm, then I'll start looking at industrialisation and automation. Below ground I dig a vertical shaft straight down from my main base to Y:12 and start a branch mine from there, with four main drifts leading off to the cardinal points, and branches at two block spaces leading off from each. Then I alternate my time between the branch mine and the surface, visiting the End and the Nether as needed for resources.
My branch mine is a thing of beauty, with three block wide drifts that are carpeted either red, green, blue or yellow for easy identification of which compass point they follow, and each carpet has an orange slashing at regular intervals to point the way back to my base. The branches are one block wide, at a spacing of two blocks, and when I reach the far end of the world from my drift, I go back and remove the torches and seal up the branch using polished andesite. Whenever I see polished andesite underground, I know that I've been there and sealed something off. Eventually, the four main drifts get automated minecart tracks, so I can just dump my diggings in the drift and they end up in my item sorter. I also harvest the lava lakes with buckets for fuel, and turn any mob spawners I find into manual mob farms.
I've been toying with the idea of using a water-based mob elevator for an automated mob grinder (being that, as I'm already at Y:12, a fall-based mob grinder is awkward from there without an initial elevator), but I think I'll wait to see what the aquatic update does to water first, and see if any community creations get broken due to it first, before I invest the effort into this.
Hi, I'm Augur and I'm from New Zealand (NZ). Just call me "Augur". I'm an older person playing Minecraft Xbox 360 Legacy Console Edition without Xbox Gold (no online gaming, sorry), so please don't hate on the old. 😄
In my case it is an understatement to say that I spend a lot of time underground - virtually all of my gameplay after the endgame is spent caving, with more than 3 million resources collected in a single world, which would be considered to be very primitive and undeveloped by most players standards as there are no mob/resource/XP farms/automation of any kind (beyond a simple animal pen) and my builds are pretty simple and are mostly functional. My main bases are built above ground although my first shelter is usually just below the surface along the staircase down to my branch-mine (a simple grid of 1x2 tunnels, again valuing function/efficiency over style. Despite making up the majority of my overall gameplay I do not do any caving until the "end-game", beyond exploring anything my mine runs into and only to an intersection. The only time I travel more than 100 or so blocks from spawn before then is to find a stronghold, and this is a big reason why I want the spawn area to be good).
(also, I'm not sure if LoRaM100 was referring to me when they mentioned "his Caverness" but if so they are completely wrong about me not liking hostile mobs or combat; killing them by the hundreds, with nearly 300,000 killed in the aforementioned world, is one of the things I find fun about caving and my mods even add naturally spawning cave spiders in caves, along with witches (they do not naturally spawn in 1.6.4 and I never saw one until I made them do so since they immediately despawn from witch huts when they generate) and even the occasional Giant on the surface).
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 like flat(ish) areas that are in the middle of or near a forest. I also like areas that are right next to the ocean.
Something else I find favorable in New Worlds is having a massive cave/cavern near spawn. It's really cool to be able to jump down into some water and be at diamond level, especially when you don't have to do most of the digging.
Check out my suggestions! Here is one of them:
Funny thing about that. I do this as well. What I found to be interesting, since I did this, was that if you just dig in a certain direction and lay rails down behind you, you can bust through to different cave systems. I did this in my original world and had an hr long one way ride with each stop being a different cave system to explore. It was crazy and it made it not as boring as you would think it would be. Had to farm a ton of freaking wood though!!
Creator of Game Saver for Minecraft ----- www.minecraftgamesaver.com
I honestly prefer areas in a flat plains biome, near a river for easy irrigation of farms, and a cave nearby if vanilla, or a chunk covered in ore samples if my modded zombie apocalypse world (using Geolosys, which adds ore veins that mostly spawn in chunks with a specific sample spawning on the surface of said chunks). Then I build my base and exploit resources I find while exploring. If I have villages nearby, I take some crops and replant excess to keep their farms full; I'm respectful like that. If I have enough resources, I'll dedicate myself to protecting villages. Heck, I'll take out Illagers in their mansion if it's near a village.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
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