For me, I would say glacier biomes and jungle are tied, jungles can stretch on for thousands of blocks and while they offer plenty of wood, they also mask hazards that you would normally be able to spot very clearly without the trees in the way such as cliffs or pit falls, on top of it monsters can spawn or at least not burn if underneath the trees in the dark patches within the jungle, in one of my older worlds I've been caught out by a Creeper because of this, and so has my friend I play with.
Monsters are easy to see in ice biomes, but you also can't find wood there. No wood = no tools or weapons, especially the case if you don't find a village or a chest with tools already in them.
but ice biomes don't generally have ravines nearby, because they exist atop frozen ocean, therefore it is reasonable to assume you won't find a ravine until you find a neighboring land based biome, so there's that to consider.
it's good to have a jungle nearby because of melons, but to try to survive in one on the first night is very dangerous.
I tried to survive in there without any items(in Hardmode,Locked).
It was so dark and scary.
I couldn't see anything.
I couldn't walk normally.
I accidently summoned a warden.
Then I died.
Then I delete this world.
Deep dark makes up such a minority of the terrain, and a previous poster said, you don't spawn in them.
It's entirely the ignorance of the player that causes them to die from whatever hazards are in Deep Dark biome, with only a few rare exceptions like if their controller or keyboard and mouse stops working which again isn't the fault of the game, but a hardware/driver related issue instead.
It's one of the few updates and additions to the game I do agree with, because it punishes a player for actually screwing up while giving them ample opportunities to avoid the trouble. I wished most other updates were like this, instead of just adding cosmetic changes and making the game more grindy.
Deep dark makes up such a minority of the terrain, and a previous poster said, you don't spawn in them.
It's entirely the ignorance of the player that causes them to die from whatever hazards are in Deep Dark biome, with only a few rare exceptions like if their controller or keyboard and mouse stops working which again isn't the fault of the game, but a hardware/driver related issue instead.
It's one of the few updates and additions to the game I do agree with, because it punishes a player for actually screwing up while giving them ample opportunities to avoid the trouble. I wished most other updates were like this, instead of just adding cosmetic changes and making the game more grindy.
There is a valley connected a cave lead straight to deep dark near my spawnpoint.
I accidently fell in that valley and I couldn't came up.
I was so despair.
Then my sight was comelately dark.
I tried walking freely...Suddenly,I heard a strange sound just like something was active...
You must have spawned near a place that had high altitude (terrain above sea level), as deep dark is really only there.
What you heard was a sculk shrieker. When you acitvate one, it gets you a momentary darkness affect. These are activated by either touching them, or by receiving a signal from a sculk sensor (the funny sounding things that light up for a moment and that make noise if they hear something).
I was terrified the first time a heard a sculk sensor because I thought that meant I tripped a sculk shrieker. So I thought the noise alone was a warning. This meant when I went into my first ancient city and actually set off a sculk shrieker for the first time, and got the darkness effect, I thought I had summoned the warden. I was confused as to how because I knew I should have no warning levels... but I panicked anyway, and ran alllll the way out of there, up to the surface, and flew home some thousands of blocks away.
Ever been so scared you ran away thousands of blocks? I did.
What makes this funnier is I have yet to actually see or summon a warden.
Stone beaches are almost as bad as snowy beaches. Actually, they might be worse.
They can be, but I don't spend too long near stone beaches for it to be a problem for myself, I know I've said mountains are the worst for me to survive in, but depending on the structure they can be technically considered ice biome, as it is entirely possible to find mountains with snow on them
The reason why I say it's a toss-up between jungles and ice biomes is because they both have their disadvantages which from my experience are equally likely to kill players early game.
If we are to say which is the absolute worst, what the thread is about I'd say mountains, because of cliffsides, fall damage and as of the current version, powdered snow. Don't get me wrong, snow can be useful
They can be, but I don't spend too long near stone beaches for it to be a problem for myself, I know I've said mountains are the worst for me to survive in, but depending on the structure they can be technically considered ice biome, as it is entirely possible to find mountains with snow on them
The reason why I say it's a toss-up between jungles and ice biomes is because they both have their disadvantages which from my experience are equally likely to kill players early game.
If we are to say which is the absolute worst, what the thread is about I'd say mountains, because of cliffsides, fall damage and as of the current version, powdered snow. Don't get me wrong, snow can be useful
Well the point was if you had nothing but beach as a biome
A monobiome, one biome world, whatever, you get it
That would be annoying
Snow beach you could at least make sandstone houses
Back when custom worlds were still a thing (buffet is not the same), the hardest challenge I was able to set up for myself was stone beach mono biome with lava ocean. It was an endless miserable wasteland of gravel. I walked 1000+ blocks before I saw a small oak tree on a (lava) river bank. It was already on fire. I had to run to it and frantically punch the leaves before they burned up, praying for a sapling drop. I did eventually get a sapling and was then set for life, but before that I couldn't even make tools until I luckily spotted an open-air ravine with a visible mineshaft in it. I dropped down and got my first sticks by stealing some wooden plank supports. Water was unavailable until I'd done enough caving to find two separate water source blocks and bucket them up to make an infinite water source. Then finally I could fish and eat something other than rotten flesh for the first time.
Back when custom worlds were still a thing (buffet is not the same), the hardest challenge I was able to set up for myself was stone beach mono biome with lava ocean. It was an endless miserable wasteland of gravel. I walked 1000+ blocks before I saw a small oak tree on a (lava) river bank. It was already on fire. I had to run to it and frantically punch the leaves before they burned up, praying for a sapling drop. I did eventually get a sapling and was then set for life, but before that I couldn't even make tools until I luckily spotted an open-air ravine with a visible mineshaft in it. I dropped down and got my first sticks by stealing some wooden plank supports. Water was unavailable until I'd done enough caving to find two separate water source blocks and bucket them up to make an infinite water source. Then finally I could fish and eat something other than rotten flesh for the first time.
I kind of want to play that game-mode again now.
Sounds like torture. At least you could use gravel+dirt to make coarse dirt and double your non-fally building blocks early on.
Sounds like torture. At least you could use gravel+dirt to make coarse dirt and double your non-fally building blocks early on.
Interestingly, chaptmc told me about somebody who built a house out of gravel, using wooden fences to support the gravel blocks from underneath.
It's actually impressive, shows what can be done with even blocks affected by gravity in the game, and it does serve as a decent joke type of build,
which does the job, it's practical shelter and it leaves a smile on people's faces.
Gravel still prevents hostile mobs noticing players, let alone pursuing them unless on hard difficulty with a wooden door as the entrance from outside.
If there are any glass windows, Creepers will still look through the window that is in between them and players, but they will not detonate unless you're directly adjacent to them. I never understood why Creepers wouldn't detonate in the event of seeing players at the other side of a window, because it would make sense to punish players for not making proper use of fences and gates around their territory.
Windows are supposed to give you the ability to see through buildings, inside and out, but a transparent block providing players immunity from being noticed by mobs let alone being attacked, just seems off if you ask me. It gives light and slab based spawn proofing and fences less utility when theoretically a house without fences would be enough. A Creeper can still be waiting for you outside your front door without these safeguards, but if you have enough windows and if you're paying attention, you'd notice them.
If players are concerned about Ghast attacking them in the Nether in the event of say a glass skylight, I have a solution for that,
add in tempered glass into the game, which would outright be immune to Ghast fireball, preventing fireballs from getting through the glass.
Interestingly, chaptmc told me about somebody who built a house out of gravel, using wooden fences to support the gravel blocks from underneath.
It's actually impressive, shows what can be done with even blocks affected by gravity in the game, and it does serve as a decent joke type of build,
which does the job, it's practical shelter and it leaves a smile on people's faces.
Gravel still prevents hostile mobs noticing players, let alone pursuing them unless on hard difficulty with a wooden door as the entrance from outside.
If there are any glass windows, Creepers will still look through the window that is in between them and players, but they will not detonate unless you're directly adjacent to them. I never understood why Creepers wouldn't detonate in the event of seeing players at the other side of a window, because it would make sense to punish players for not making proper use of fences and gates around their territory.
Windows are supposed to give you the ability to see through buildings, inside and out, but a transparent block providing players immunity from being noticed by mobs let alone being attacked, just seems off if you ask me. It gives light and slab based spawn proofing and fences less utility when theoretically a house without fences would be enough. A Creeper can still be waiting for you outside your front door without these safeguards, but if you have enough windows and if you're paying attention, you'd notice them.
If players are concerned about Ghast attacking them in the Nether in the event of say a glass skylight, I have a solution for that,
add in tempered glass into the game, which would outright be immune to Ghast fireball, preventing fireballs from getting through the glass.
Gravel is bad for structures because if you remove the piece that is right above the fence/sign/whatever holding it up, the whole column above gives in. So an explosion or even a nasty enderman situation can wreck your roof.
I have built a gravel house a few times and know why I use dirt and coarse dirt now. Coarse dirt is an excellent compromise on dirt and gravel in looks and hardness as well as doubling your non-falling blocks (but you lose your falling/stack blocks for cave staircases).
You must have spawned near a place that had high altitude (terrain above sea level), as deep dark is really only there.
What you heard was a sculk shrieker. When you acitvate one, it gets you a momentary darkness affect. These are activated by either touching them, or by receiving a signal from a sculk sensor (the funny sounding things that light up for a moment and that make noise if they hear something).
I was terrified the first time a heard a sculk sensor because I thought that meant I tripped a sculk shrieker. So I thought the noise alone was a warning. This meant when I went into my first ancient city and actually set off a sculk shrieker for the first time, and got the darkness effect, I thought I had summoned the warden. I was confused as to how because I knew I should have no warning levels... but I panicked anyway, and ran alllll the way out of there, up to the surface, and flew home some thousands of blocks away.
Ever been so scared you ran away thousands of blocks? I did.
What makes this funnier is I have yet to actually see or summon a warden.
ohh!I opened the show subtitles setting.I saw 'warden emerges' subtitle.
I found those subtitles poorly named. They should all share the same subtitle because now it serves as a way to give you information you won't have without subtitles, and i disagree with that because they should be there solely for accessibility, not as a unique way to gain information.
Even if they wanted to make them distinct to give this information, they are... still poorly named because they all seem to convey they same thing, differently worded. Which, yeah, I get it, you get three warnings before a forth means failure, but if they're going to have separate names, they should more make sense. Instead, the very first warning is (I think) "Warden approaches" which... for one, what is a "warden" to a player who doesn't know, why does it even tell you the name, and secondly, that makes it sound like it's already there.
I'm not sure how I'd term them instead (if they had to be unique anyway, because I'd probably make them not unique and make it something like "a strange presence begins to awaken") but either way I'd probably remove the reference of the warden itself and not make them all sound like equal variations of "it's almost here". If it's meant to be a warning system where the message isn't the same every time, this needs to be conveyed better. Right now, it probably terrifies the player at first but then the second and third probably lull them into a false sense of security because the words do no suggest a growing or accumulating state of "you're about to be sorry if you do it again".
If there are any glass windows, Creepers will still look through the window that is in between them and players, but they will not detonate unless you're directly adjacent to them. I never understood why Creepers wouldn't detonate in the event of seeing players at the other side of a window, because it would make sense to punish players for not making proper use of fences and gates around their territory.
I'm surprised, perhaps pleasantly, at you making a suggestion I find too harsh.
I disagree with this because creepers are meant to be an "awareness check", not a punishment for not building a certain way. Having a fence should merely offer a benefit, and it does, not be an additional requirement.
How does a creeper distinguish a scenario where it should detonate when not at a close enough range to damage you anyway? And why does the fence specifically prevent this when glass does not? That just seems strange (and can be overcome by using fences in place of windows too). Shouldn't it just blow up against the fence too? If not, why not? If it doesn't against a fence, it makes no consistent sense why it would against glass (especially when the whole purpose of glass is to allow sight but not passage, similar to the fence). If you have it behave as though it detonates when it sees a player but can't path find to them, not only can I imagine the possible unintended side effects of this, but that turns them from an awareness check into a frustrating thing for no reason. The game should be moving away from "world griefing with little player interactivity" (looking at you, enderman), not more towards it. They work right now because they only do this when very close to you (and some people find even this unfair, although I don't).
I do think creepers could use some help, but not in mechanics. They just need better damage balancing.
One thing to note about mobs "looking" through glass - they can't actually see through glass, the AI method that makes mobs look at you completely ignores obstructions (by contrast, the ones that control attacking or targeting a player do consider line of sight, with the exception of spiders, and any other similar entities, as well as zombies targeting villagers, and mobs in pursuit of a target. Even then, at least as of 1.6.4, the "EntityAITarget" class makes most of them forget about you within 3 seconds).
Might be somewhat off topic, but on the subject of pathfinding and sight of mobs, what causes spiders to sometimes crawl up towards a corner and then just seemingly stay there? I'm not sure if this happens in "older" versions though but it's something I've wondered recently.
For me, I would say glacier biomes and jungle are tied, jungles can stretch on for thousands of blocks and while they offer plenty of wood, they also mask hazards that you would normally be able to spot very clearly without the trees in the way such as cliffs or pit falls, on top of it monsters can spawn or at least not burn if underneath the trees in the dark patches within the jungle, in one of my older worlds I've been caught out by a Creeper because of this, and so has my friend I play with.
Monsters are easy to see in ice biomes, but you also can't find wood there. No wood = no tools or weapons, especially the case if you don't find a village or a chest with tools already in them.
but ice biomes don't generally have ravines nearby, because they exist atop frozen ocean, therefore it is reasonable to assume you won't find a ravine until you find a neighboring land based biome, so there's that to consider.
it's good to have a jungle nearby because of melons, but to try to survive in one on the first night is very dangerous.
Mobs can't spawn on leaves, so jungles are extremely easy to spawn proof.
THE DEEP DARK!!!
I tried to survive in there without any items(in Hardmode,Locked).
It was so dark and scary.
I couldn't see anything.
I couldn't walk normally.
I accidently summoned a warden.
Then I died.
Then I delete this world.
こっち来て
パン ∧_∧ 一緒に
パン( ・ω・)寝ようよ
/ _ノ⌒⌒`~、
ε=⊂人 //⌒ ノヽ)
⊂ニニニニニニニニニ⊃
Player can't spawn in deep Dark.
Deep dark makes up such a minority of the terrain, and a previous poster said, you don't spawn in them.
It's entirely the ignorance of the player that causes them to die from whatever hazards are in Deep Dark biome, with only a few rare exceptions like if their controller or keyboard and mouse stops working which again isn't the fault of the game, but a hardware/driver related issue instead.
It's one of the few updates and additions to the game I do agree with, because it punishes a player for actually screwing up while giving them ample opportunities to avoid the trouble. I wished most other updates were like this, instead of just adding cosmetic changes and making the game more grindy.
There is a valley connected a cave lead straight to deep dark near my spawnpoint.
I accidently fell in that valley and I couldn't came up.
I was so despair.
Then my sight was comelately dark.
I tried walking freely...Suddenly,I heard a strange sound just like something was active...
...this is the cause of the above events.
There is a valley connected a cave lead straight to deep dark near my spawnpoint.
I accidently fell in that valley and I couldn't came up.
I was so despair.
Then my sight was comelately dark.
I tried walking freely...Suddenly,I heard a strange sound just like something was active...
...this is the cause of the above events.
こっち来て
パン ∧_∧ 一緒に
パン( ・ω・)寝ようよ
/ _ノ⌒⌒`~、
ε=⊂人 //⌒ ノヽ)
⊂ニニニニニニニニニ⊃
You must have spawned near a place that had high altitude (terrain above sea level), as deep dark is really only there.
What you heard was a sculk shrieker. When you acitvate one, it gets you a momentary darkness affect. These are activated by either touching them, or by receiving a signal from a sculk sensor (the funny sounding things that light up for a moment and that make noise if they hear something).
I was terrified the first time a heard a sculk sensor because I thought that meant I tripped a sculk shrieker. So I thought the noise alone was a warning. This meant when I went into my first ancient city and actually set off a sculk shrieker for the first time, and got the darkness effect, I thought I had summoned the warden. I was confused as to how because I knew I should have no warning levels... but I panicked anyway, and ran alllll the way out of there, up to the surface, and flew home some thousands of blocks away.
Ever been so scared you ran away thousands of blocks? I did.
What makes this funnier is I have yet to actually see or summon a warden.
Stone beaches are almost as bad as snowy beaches. Actually, they might be worse.
I am trouble.
They can be, but I don't spend too long near stone beaches for it to be a problem for myself, I know I've said mountains are the worst for me to survive in, but depending on the structure they can be technically considered ice biome, as it is entirely possible to find mountains with snow on them
The reason why I say it's a toss-up between jungles and ice biomes is because they both have their disadvantages which from my experience are equally likely to kill players early game.
If we are to say which is the absolute worst, what the thread is about I'd say mountains, because of cliffsides, fall damage and as of the current version, powdered snow. Don't get me wrong, snow can be useful
Well the point was if you had nothing but beach as a biome
A monobiome, one biome world, whatever, you get it
That would be annoying
Snow beach you could at least make sandstone houses
Stone beach would be just dirt and gravel at best
I am trouble.
Gravel can be used to make concrete for house building, but without sand that's a no go.
Water would be common around a beach so is never a problem as far as materials go.
But what makes beaches a problem is Drowned Zombies can come up and attack players at night,
early game they're unwise for anyone to use for a hangout.
I'd only use a beach early game if absolutely necessary, say if I was trapped on an island at the time.
As your post implies sometimes players are left with no other option for that one in-game day, which is true.
Back when custom worlds were still a thing (buffet is not the same), the hardest challenge I was able to set up for myself was stone beach mono biome with lava ocean. It was an endless miserable wasteland of gravel. I walked 1000+ blocks before I saw a small oak tree on a (lava) river bank. It was already on fire. I had to run to it and frantically punch the leaves before they burned up, praying for a sapling drop. I did eventually get a sapling and was then set for life, but before that I couldn't even make tools until I luckily spotted an open-air ravine with a visible mineshaft in it. I dropped down and got my first sticks by stealing some wooden plank supports. Water was unavailable until I'd done enough caving to find two separate water source blocks and bucket them up to make an infinite water source. Then finally I could fish and eat something other than rotten flesh for the first time.
I kind of want to play that game-mode again now.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
Sounds like torture. At least you could use gravel+dirt to make coarse dirt and double your non-fally building blocks early on.
I am trouble.
Interestingly, chaptmc told me about somebody who built a house out of gravel, using wooden fences to support the gravel blocks from underneath.
It's actually impressive, shows what can be done with even blocks affected by gravity in the game, and it does serve as a decent joke type of build,
which does the job, it's practical shelter and it leaves a smile on people's faces.
Gravel still prevents hostile mobs noticing players, let alone pursuing them unless on hard difficulty with a wooden door as the entrance from outside.
If there are any glass windows, Creepers will still look through the window that is in between them and players, but they will not detonate unless you're directly adjacent to them. I never understood why Creepers wouldn't detonate in the event of seeing players at the other side of a window, because it would make sense to punish players for not making proper use of fences and gates around their territory.
Windows are supposed to give you the ability to see through buildings, inside and out, but a transparent block providing players immunity from being noticed by mobs let alone being attacked, just seems off if you ask me. It gives light and slab based spawn proofing and fences less utility when theoretically a house without fences would be enough. A Creeper can still be waiting for you outside your front door without these safeguards, but if you have enough windows and if you're paying attention, you'd notice them.
If players are concerned about Ghast attacking them in the Nether in the event of say a glass skylight, I have a solution for that,
add in tempered glass into the game, which would outright be immune to Ghast fireball, preventing fireballs from getting through the glass.
Gravel is bad for structures because if you remove the piece that is right above the fence/sign/whatever holding it up, the whole column above gives in. So an explosion or even a nasty enderman situation can wreck your roof.
I have built a gravel house a few times and know why I use dirt and coarse dirt now. Coarse dirt is an excellent compromise on dirt and gravel in looks and hardness as well as doubling your non-falling blocks (but you lose your falling/stack blocks for cave staircases).
I am trouble.
ohh!I opened the show subtitles setting.I saw 'warden emerges' subtitle.
こっち来て
パン ∧_∧ 一緒に
パン( ・ω・)寝ようよ
/ _ノ⌒⌒`~、
ε=⊂人 //⌒ ノヽ)
⊂ニニニニニニニニニ⊃
Yes, that means one was spawned.
I found those subtitles poorly named. They should all share the same subtitle because now it serves as a way to give you information you won't have without subtitles, and i disagree with that because they should be there solely for accessibility, not as a unique way to gain information.
Even if they wanted to make them distinct to give this information, they are... still poorly named because they all seem to convey they same thing, differently worded. Which, yeah, I get it, you get three warnings before a forth means failure, but if they're going to have separate names, they should more make sense. Instead, the very first warning is (I think) "Warden approaches" which... for one, what is a "warden" to a player who doesn't know, why does it even tell you the name, and secondly, that makes it sound like it's already there.
I'm not sure how I'd term them instead (if they had to be unique anyway, because I'd probably make them not unique and make it something like "a strange presence begins to awaken") but either way I'd probably remove the reference of the warden itself and not make them all sound like equal variations of "it's almost here". If it's meant to be a warning system where the message isn't the same every time, this needs to be conveyed better. Right now, it probably terrifies the player at first but then the second and third probably lull them into a false sense of security because the words do no suggest a growing or accumulating state of "you're about to be sorry if you do it again".
Uh, sorry for the mini rant.
I'm surprised, perhaps pleasantly, at you making a suggestion I find too harsh.
I disagree with this because creepers are meant to be an "awareness check", not a punishment for not building a certain way. Having a fence should merely offer a benefit, and it does, not be an additional requirement.
How does a creeper distinguish a scenario where it should detonate when not at a close enough range to damage you anyway? And why does the fence specifically prevent this when glass does not? That just seems strange (and can be overcome by using fences in place of windows too). Shouldn't it just blow up against the fence too? If not, why not? If it doesn't against a fence, it makes no consistent sense why it would against glass (especially when the whole purpose of glass is to allow sight but not passage, similar to the fence). If you have it behave as though it detonates when it sees a player but can't path find to them, not only can I imagine the possible unintended side effects of this, but that turns them from an awareness check into a frustrating thing for no reason. The game should be moving away from "world griefing with little player interactivity" (looking at you, enderman), not more towards it. They work right now because they only do this when very close to you (and some people find even this unfair, although I don't).
I do think creepers could use some help, but not in mechanics. They just need better damage balancing.
One thing to note about mobs "looking" through glass - they can't actually see through glass, the AI method that makes mobs look at you completely ignores obstructions (by contrast, the ones that control attacking or targeting a player do consider line of sight, with the exception of spiders, and any other similar entities, as well as zombies targeting villagers, and mobs in pursuit of a target. Even then, at least as of 1.6.4, the "EntityAITarget" class makes most of them forget about you within 3 seconds).
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?
Might be somewhat off topic, but on the subject of pathfinding and sight of mobs, what causes spiders to sometimes crawl up towards a corner and then just seemingly stay there? I'm not sure if this happens in "older" versions though but it's something I've wondered recently.