I started a new world on hard with island seed found on the forum. Progress has been quite slow the island was so small. But after 490 days ingame. I have began transforming and expanding the island for my needs.
Few more screens:
ATTACHMENTS
I was torching the island for night. Early on.
Lucky for me this zombie is out there cause I had nothing at this point.
Construction of a village breeder and iron golems farms in underway.
I've been playing the pre-releases on my imported 1.8 vanilla SSP world.
Spent several nights plinking drowned out by my iron + gunpowder farm and collected a bunch of tridents.
A little combining here, a little enchanting there, and...
In the process I also collected a full stack of 64+24 gold ingots as well as 33 nautilus shells from the drowned.
Let's not forget that in 1.13 there is the new terror of the night sky who attacks any player that doesn't sleep for more than 3 nights, and the longer you stay awake, the more phantoms show up! So I have also accumulated over 60 phantom membranes from my nocturnal hunting activities.
It's funny, I was planning on starting a new world when 1.13 dropped, not importing this one. But I'm having a lot of fun testing things in my old world, and now I'm thinking it's not time for this world to end. I'll still start a new world, but the 1.8 world will live on in 1.13 as well, and the unbreakable iron farm will continue to sacrifice helpless golems through yet another update. One wonders how many of the noble village protectors have fallen in the merciless foundry. It boggles the mind.
It's funny, I was planning on starting a new world when 1.13 dropped, not importing this one. But I'm having a lot of fun testing things in my old world, and now I'm thinking it's not time for this world to end. I'll still start a new world, but the 1.8 world will live on in 1.13 as well, and the unbreakable iron farm will continue to sacrifice helpless golems through yet another update. One wonders how many of the noble village protectors have fallen in the merciless foundry. It boggles the mind.
Haha! While I don't consider myself a "good guy" in my MC world, I've always thought that I'm not so evil as to have an iron farm.
It's good to hear you'll keep your old world going! I was hoping you'd change your mind and not abandon it.
I haven't fiddled with the trident yet. With 1.1 attack speed and 10 damage, it seems slower and stronger than the sword, but not quite as slow or strong as an axe, yet it can be thrown. I'll withhold my judgement until after having tested it thoroughly for myself, but I can't imagine it being more effective than a sword and off-hand bow. Perhaps it's mainly meant to fight water mobs?
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
Haha! While I don't consider myself a "good guy" in my MC world, I've always thought that I'm not so evil as to have an iron farm.
My GF was horrified the first time she killed an iron golem, because of the spastic death animation and noises when one dies by lava or suffocation. She refused to make iron farms for years after that, and I used to laugh at her and her polygon empathy. I believe she finally got over it and has an iron farm in her SSP world now.
The underground iron farm was one of my earliest builds in the Mushroom Peninsula world I started in 1.10.2, and it was handy having a slow but steady supply of iron early game. That world is now on our family SMP server (so I no longer play it in SSP).
It's good to hear you'll keep your old world going! I was hoping you'd change your mind and not abandon it.
I wasn't going to abandon it, I was just going to keep playing it in 1.12.2. I usually start new worlds when significant changes are made to world generation, because I want to play with the new features and don't like the ugly, abrupt chunk borders that result with mixed world generation.
However, in 1.13 major features like oceans, islands and continents seem to be pretty similar (they are recognizable), so I was thinking about continuing my 1.8 world (there should be no ugly, abrupt terrain boarders). I'm also contemplating using a world editor to remove everything except my spawn chunks and nearby guardian farm, and let the rest of the world regenerate with the new changes. I'd lose a lot, all of my outer bases, villages, stronghold with access to the end, etc. It would be like starting a new world, but with the best bonus chest ever.
One of the reasons I liked this seed is that spawn was on an island, and there were three ocean monuments nearby. I have conquered two and built my guardian farm in one, but in the new 1.13 world generation only one of the three ocean monuments remain, and it just so happens to be the one I chose for my guardian farm. Is that coincidence, or fate?
In reality, though, I'm lazy and will probably just keep playing the 1.8 world I have imported into the snapshots.
I haven't fiddled with the trident yet. With 1.1 attack speed and 10 damage, it seems slower and stronger than the sword, but not quite as slow or strong as an axe, yet it can be thrown. I'll withhold my judgement until after having tested it thoroughly for myself, but I can't imagine it being more effective than a sword and off-hand bow. Perhaps it's mainly meant to fight water mobs?
I have mixed feelings bout the Trident. It does do a fair amount of damage, but you can't add the usual damage enhancing enchants like sharpness or smite, and impaling is only good for water mobs, which does NOT include the drowned, even though they spawn in water and "live" in water. So impaling doesn't make much sense to me (why would you need a level 5 damage enchant to take on cod and salmon?).
Supposedly impaling also works on players, even though they are not water mobs, so I guess that's good for PvP (and makes the enchant even more confusing).
But the lack of effect on the drowned is a real head scratcher. Sure, you can kill a drowned with the trident, regardless of impaling, but it takes several hits and there are a lot of drowned. So now we have this whole new, cool environment to explore, and a new hostile mob that will make our lives difficult while exploring it, and the only weapon designed to operate in this environment can't be enchanted to increase its effectiveness against the new hostile.
Hopefully that will change and additional trident enchants will be possible. Hmm... that gives me an idea... as long as I'm testing things, I wonder if I can /give myself a trident with smite 5 (and if it will actually work)?
These work in a similar manner to MCMap, the utility that I use to make maps like these, in particular, the cave map; I search for air blocks with a block light level of 6 or more above a non-air block, then search for a torch within 8 blocks (taxicab distance) of it and if one is found the non-air block is displayed, otherwise it is set to black (MCMap search for torches first, which would be more efficient; I do it this way due to the way the game updates maps and it only takes about 1 millisecond, 5% of a tick, per update cycle in an area with a lot of lit caves). The update radius around the player was reduced to 32 blocks (surface maps are 128 blocks in the Overworld, 64 blocks in the Nether); the maps will update regardless of your y-position but will only display caves below y=63 (128 in the Nether).
In addition, cave maps also work in the Nether, including a functional player marker (you still have to place torches to see anything; normal maps just show a random pattern which has no relationship to any blocks in the world). The range of a single torch (on level ground) can also be seen on the left side (at the bottom is a torch placed on a couple blocks just above lava, which lights up a 1 block smaller range):
I also made further improvements to normal (surface) maps; the temperature of a biome now affects the colors of grass and foliage, which are yellowish in hot biomes, bluish in cold biomes, and darker in swamps and roofed forest (unlike biome colors there are only a few different colors):
This is the same area on a level 3 map (a bit smaller since for the above I used level 0 maps with centers from -512 to +512, covering an area of 1152x1152 vs 1024x1024):
I also removed the shading that the game applies to the sides of blocks, including entities, from framed maps, which were otherwise noticeably darker on the east and west sides of blocks (for this reason I always placed them facing north or south). Interestingly, maps in item frames render nearly as fast as the item frames by themselves, and faster than item frames with a different item (one map takes about 33 microseconds to render, compared to 35 for an empty item frame and 53 for stone; for the 9x9 map wall shown above this equates to 353 FPS if they were the only thing being rendered. I actually optimized maps years ago but I didn't actually measure it until now, including some further changes).
In addition, I made pressing F4 (unused in vanilla) force the game to recalculate light levels within active chunks (a 15x15 chunk area around the player, independent of render/view distance prior to 1.7.4), fixing any lighting glitches that were not corrected post-world generation (the game does scan for and fix them but it takes about a minute to completely check a chunk and if the chunk is unloaded for any reason before it completes it will not resume the check as it is only done for newly generated chunks and the progress is not saved. I force it to run 4 times faster, completely checking all chunks within 18 seconds. For comparison, vanilla takes 9.6 minutes to complete the check (it only checks 10/225 chunks per tick and only 8/4096 blocks per chunk section). I increased the base speed by a factor of 8, to 64 blocks per chunks section, which does not affect performance due to optimizations. The 4x faster speed when F4 is pressed was chosen to avoid noticeable lag spikes as the client recalculates light levels).
Done extending my melon/pumpkin automatic farm. I am thinking of making a collection area with hoppers but since i am at level 14 underground idk how to make it ....unless i use redstone wich i am a complete noob
Done extending my melon/pumpkin automatic farm. I am thinking of making a collection area with hoppers but since i am at level 14 underground idk how to make it ....unless i use redstone wich i am a complete noob
Item elevators are pretty simple to create.
My go to is a pretty simple one using a comparator, 2 repeaters and 7 dust.
I can screenshot it, if you'd like.
Even more so with 1.13 coming next week, and the new items in water physics.
Past the elevator it's just a matter of collecting them at the top with hoppers or water streams and piping them into chests.
Edit!:
Adding the screenies anyway.
Obviously, adjust the glass [or any solid block] tower to desired height.
And that is a dropper, not a dispenser. Forgot that part. xD
The comparator senses the item in the dropper and sends a pulse, spitting out the item.
If it's in a 3x3 of solid blocks, it rises automatically to the first air pocket it finds, [The one block space above the hopper/water stream transport system.]
If there was only a single item, the system goes idle, if there's several, it will continue to pulse until the dropper is empty.
Unlike dropper elevators they can handle as many items as you can feed them, no matter how many or how fast. There's also a simplified, no redstone design for 1.13, and I included the faster dropper design as well. Save is for Java 1.12.2, but you'll need to load it into 1.13 for the simplified item elevator to work (tested in 1.13-pre8).
The 1.12 elevators will not work in 1.13 (although the piston elevator can be easily fixed)
The 1.13 elevator will not work in 1.12
The dropper elevator should work in either
Be careful not to load any of your older worlds into 1.13, because you can't go back (edit the launcher settings to use a different folder).
Unlike dropper elevators they can handle as many items as you can feed them, no matter how many or how fast. There's also a simplified, no redstone design for 1.13, and I included the faster dropper design as well. Save is for Java 1.12.2, but you'll need to load it into 1.13 for the simplified item elevator to work (tested in 1.13-pre8).
The 1.12 elevators will not work in 1.13 (although the piston elevator can be easily fixed)
The 1.13 elevator will not work in 1.12
The dropper elevator should work in either
Be careful not to load any of your older worlds into 1.13, because you can't go back (edit the launcher settings to use a different folder).
Thanks for the idea. But i still want to ask you .... are the items suppose to go into the dropper ? And how ? Is it with hoppers that colect the items right ?
Btw , my melon/pumpkin farm is made after your idea that you have given me
Btw , my melon/pumpkin farm is made after your idea that you have given me
Thanks mate !
Thanks for the idea. But i still want to ask you .... are the items suppose to go into the dropper ? And how ? Is it with hoppers that colect the items right ?
Yes, hoppers are used to load the dropper.
Check out the world save I posted. There is an example of the double speed dropper elevator with 2 hopper inputs. I imagine your melon/pumpkin farm isn't fast enough to require the double speed elevator, so you could use the single repeater/comparator version with a single hopper pipe input, but check out the world save anyway because it will give you a better idea of how it works.
An yea, I recognized the melon/pumpkin farm design. My friend RatPrincess and I came up with a single observer design that uses a slime block. It does the same thing with fewer parts (1 sticky piston, 1 observer, 1 repeater, 1 slime block and 1 redstone dust). I'm still using the same design as you are though, because I had already built it (and occasionally a pumpkin or melon slice will get bounced away by the slime block).
Ok, this is my second time that I post here with my second Survival.
I have been preparing everything for 1.13, which will be on July 18, and my village is ready, so that when I can, I can make a huge base, as I did in my Ex-Survival.
First, my current base and my equipment.
Since the last day I posted here I have been doing tunnels. I made 11, and the vast majority had less than 300 blocks, since I did not want to go so far so that in 1.13 I could move better.
The tunnels were large enough to get a diamond armor and their Tools and enchantments:
Oh yes, there was a Cartographer in the village.
Although it's closed, I made a portal to the Nether, and I was lucky to find a nearby fortress, which will soon open my potions room.
The best thing is that I have made my first farm, one of the most simple, but the most powerful, just next to my house.
The truth is that I have only two villagers, but I only want librarians, so I will use 2 non-librarian villagers.
The 1.13 is too close, and I have everything ready to be an advanced and fun survival.
I just updated Minecraft at 1.13, now I can start new projects.
One of the projects is my base, in this thread, I have talked about how I want to make my base and the materials I want to use.
We are in the Stronghold ...
You do not notice anything strange ...
I'm going to turn towards the portal room.
I've already made the main room of my entire base.
I will have to make a Nether Hub and an Endermans Farm, but it will be soon.
Can't remember the last time that happened to me in Minecraft.
I've been playing my 1.8 island world for nearly 4 years, and it was only my second death.
I was playing the pre-release, so I'm going to blame it on lag.
Actually, I just got cocky battling phantoms. I stayed up night after night to see how many would spawn (the more nights you don't sleep, the more phantoms you get). Then one night what I can only describe as a swarm of phantoms appeared. I thought my odds were still good, however I made three fatal mistakes.
First a little context...
My iron+gunpowder farm consists of 6 mock village golem spawners and a darkroom creeper spawner.
It is located over the ocean, and I've been battling drowned and phantoms from the lower collection and sorting platform at the bottom of the picture.
The three mistakes were:
1. I decided to fly up to the top of my creeper spawner (phantoms were getting hung up on the building structure).
2. I forgot to switch my elytra back to my diamond chest plate.
3. I forgot to use my smite 5 sword.
Up on the roof of the creeper spawner I had more room to maneuver, but so did the phantoms, and they were able to attack simultaneously from all sides now. Combine that with my significantly reduced armor protection and the sharpness 5 sword that took several extra hits to kill a phantom, and my health dwindled alarmingly fast.
When I saw how fast my health was falling I ran off of the creeper spawner and dove toward the entrance to my base (located in a cave). I was giving myself around 50/50 odds that I would be able to fly in through the 1 block high gap and do a quick spin to shed velocity before smacking into the walls of my base, but I never got the chance. As I started to level off, <WHAM, WHAM, WHAM> I counted at least 3 phantom strikes in rapid succession, and I was dead.
The good news is, items float on water now, so I hopped in a boat and got all my stuff back. If items sank as before, the drowned would have made recovering them... interesting. With full armor and my smite sword I still like my odds against the phantoms. I think I could have won. But I guess we'll never know...
MC Day 12828: With the recent release of 1.13, I decided to load up a copy of my world one lunchtime and try the new update. I had been concerned early on about the new water physics breaking farms and the like which use water flows stopped by signs/ladders/fence gates etc, something I have plenty of, but the way they implemented the new physics put my fears at rest, and after a fun hour exploring the new underwater areas and getting used to the new things, I decided to make a permanent transition to 1.13, rather than wait for a later update of the update (like previously when I went from 1.11.2 to 1.12.2).
I decided to delete some chunks from my world close to my ocean monument base, about a 1000 blocks to the south where in the past I had discovered three more ocean monuments in addition to the two close to the base, but hadn’t explored them or done any building there. Now I have shipwrecks, coral fields and some pretty cool underwater landscapes. Absolutely love the update, particularly the lighting underwater now, brilliant.
I’ve managed to find three buried treasures from treasure maps so far. Found one ship wreck that was nearly complete with the masts sticking up above the water, and another one with a complete hull on a sand bank. My biggest thing was trying to get tridents, must have killed 80+ drowned and have two tridents. Had one funny moment when I vacated my boat to attack a drowned who then got into my boat, and as it was daylight, started burning! Wasn’t sure if I’d lose my boat to fire so killed him double quick. Found some turtles and acquired some eggs and put them on some sand near my ocean monument base.
Update has been stable so far, no incidents, tested my farms in the area, they seemed ok. In fact, the oddest thing was the contents of my double chests seemed to have switched halves – the bottom three rows and the top three have transposed themselves, also seems to be only double chests aligned in 2/4 compass points .. annoying, but an easy fix …
Some of the new underwater terrain where it met the existing stuff …
Other pics
The two wrecks I found above water. Will establish an outpost near one at some date.
One of the buried treasures I found.
One of the new underwater trenches with the magma block floors creating huge downdrafts! I was in my boat when I went over this first time, boat got sucked down from beneath me to the bottom and I had to down to retrieve it. Awesome!
Phantom attack during a storm
Two turtle eggs I placed on some sand near my ocean monument base.
Can't remember the last time that happened to me in Minecraft.
I've been playing my 1.8 island world for nearly 4 years, and it was only my second death.
I was playing the pre-release, so I'm going to blame it on lag.
Actually, I just got cocky battling phantoms. I stayed up night after night to see how many would spawn (the more nights you don't sleep, the more phantoms you get). Then one night what I can only describe as a swarm of phantoms appeared. I thought my odds were still good, however I made three fatal mistakes.
Only two deaths? Wow! I'm quite surprised!
Great post! Those phantoms sound interesting and I'm still anxious to try out the trident.
MC Day 12828: With the recent release of 1.13, I decided to load up a copy of my world one lunchtime and try the new update. I had been concerned early on about the new water physics breaking farms and the like which use water flows stopped by signs/ladders/fence gates etc, something I have plenty of, but the way they implemented the new physics put my fears at rest, and after a fun hour exploring the new underwater areas and getting used to the new things, I decided to make a permanent transition to 1.13, rather than wait for a later update of the update (like previously when I went from 1.11.2 to 1.12.2).
I decided to delete some chunks from my world close to my ocean monument base, about a 1000 blocks to the south where in the past I had discovered three more ocean monuments in addition to the two close to the base, but hadn’t explored them or done any building there. Now I have shipwrecks, coral fields and some pretty cool underwater landscapes. Absolutely love the update, particularly the lighting underwater now, brilliant.
Good story! Fantastic pics!
I'm surprised to hear you're an early adopter. I'm also surprised to hear you deleted chunks. I'm still considering doing so. As much as I really like the looks of this major update, I'm at the very least going to wait for OptiFine.
What's your take on the trident?
Personally, I've not had time to play Minecraft in over a week. I'm Jonesing!
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
I'm surprised to hear you're an early adopter. I'm also surprised to hear you deleted chunks. I'm still considering doing so. As much as I really like the looks of this major update, I'm at the very least going to wait for OptiFine.
What's your take on the trident?
Personally, I've not had time to play Minecraft in over a week. I'm Jonesing!
Cheers man!
I did try the trident a few times, didnt seem very effective, but i don't have it enchanted yet. I wanted to get the trident more than actually use it
I also discovered afterwards that only naturally spawned Drowned can potentially drop a trident, not zombies who have gone thru the change.
I really enjoyed the new update, I really wanted to play it, plus having such a large ocean to the south was too good a chance to miss. I think my game save went down from 768mb to 698mb after deleting the chunks, but after exploring, my game save is now 800mb! Went a bit further than i thought ...
At the moment i'm trying to get my turtle eggs to hatch, but i'm unsure of a few things, the wiki says they hatch at night, but do they mean the cycle or because its dark enough? I've currently got the small area with the eggs on lit to prevent zombie spawning and destroying the eggs but I dont know if a high light level will stop them developing/hatching in the first place regardless of time of day ...
I have just started gathering resources to make my first underwater dome with everything you need in it and with villagers inside of it
I started a new world on hard with island seed found on the forum. Progress has been quite slow the island was so small. But after 490 days ingame. I have began transforming and expanding the island for my needs.
Few more screens:
I've been playing the pre-releases on my imported 1.8 vanilla SSP world.
Spent several nights plinking drowned out by my iron + gunpowder farm and collected a bunch of tridents.
A little combining here, a little enchanting there, and...
In the process I also collected a full stack of 64+24 gold ingots as well as 33 nautilus shells from the drowned.
Let's not forget that in 1.13 there is the new terror of the night sky who attacks any player that doesn't sleep for more than 3 nights, and the longer you stay awake, the more phantoms show up! So I have also accumulated over 60 phantom membranes from my nocturnal hunting activities.
It's funny, I was planning on starting a new world when 1.13 dropped, not importing this one. But I'm having a lot of fun testing things in my old world, and now I'm thinking it's not time for this world to end. I'll still start a new world, but the 1.8 world will live on in 1.13 as well, and the unbreakable iron farm will continue to sacrifice helpless golems through yet another update. One wonders how many of the noble village protectors have fallen in the merciless foundry. It boggles the mind.
Haha! While I don't consider myself a "good guy" in my MC world, I've always thought that I'm not so evil as to have an iron farm.
It's good to hear you'll keep your old world going! I was hoping you'd change your mind and not abandon it.
I haven't fiddled with the trident yet. With 1.1 attack speed and 10 damage, it seems slower and stronger than the sword, but not quite as slow or strong as an axe, yet it can be thrown. I'll withhold my judgement until after having tested it thoroughly for myself, but I can't imagine it being more effective than a sword and off-hand bow. Perhaps it's mainly meant to fight water mobs?
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
My GF was horrified the first time she killed an iron golem, because of the spastic death animation and noises when one dies by lava or suffocation. She refused to make iron farms for years after that, and I used to laugh at her and her polygon empathy. I believe she finally got over it and has an iron farm in her SSP world now.
The underground iron farm was one of my earliest builds in the Mushroom Peninsula world I started in 1.10.2, and it was handy having a slow but steady supply of iron early game. That world is now on our family SMP server (so I no longer play it in SSP).
I wasn't going to abandon it, I was just going to keep playing it in 1.12.2. I usually start new worlds when significant changes are made to world generation, because I want to play with the new features and don't like the ugly, abrupt chunk borders that result with mixed world generation.
However, in 1.13 major features like oceans, islands and continents seem to be pretty similar (they are recognizable), so I was thinking about continuing my 1.8 world (there should be no ugly, abrupt terrain boarders). I'm also contemplating using a world editor to remove everything except my spawn chunks and nearby guardian farm, and let the rest of the world regenerate with the new changes. I'd lose a lot, all of my outer bases, villages, stronghold with access to the end, etc. It would be like starting a new world, but with the best bonus chest ever.
One of the reasons I liked this seed is that spawn was on an island, and there were three ocean monuments nearby. I have conquered two and built my guardian farm in one, but in the new 1.13 world generation only one of the three ocean monuments remain, and it just so happens to be the one I chose for my guardian farm. Is that coincidence, or fate?
In reality, though, I'm lazy and will probably just keep playing the 1.8 world I have imported into the snapshots.
I have mixed feelings bout the Trident. It does do a fair amount of damage, but you can't add the usual damage enhancing enchants like sharpness or smite, and impaling is only good for water mobs, which does NOT include the drowned, even though they spawn in water and "live" in water. So impaling doesn't make much sense to me (why would you need a level 5 damage enchant to take on cod and salmon?).
Supposedly impaling also works on players, even though they are not water mobs, so I guess that's good for PvP (and makes the enchant even more confusing).
But the lack of effect on the drowned is a real head scratcher. Sure, you can kill a drowned with the trident, regardless of impaling, but it takes several hits and there are a lot of drowned. So now we have this whole new, cool environment to explore, and a new hostile mob that will make our lives difficult while exploring it, and the only weapon designed to operate in this environment can't be enchanted to increase its effectiveness against the new hostile.
Hopefully that will change and additional trident enchants will be possible. Hmm... that gives me an idea... as long as I'm testing things, I wonder if I can /give myself a trident with smite 5 (and if it will actually work)?
I made cave maps:
These work in a similar manner to MCMap, the utility that I use to make maps like these, in particular, the cave map; I search for air blocks with a block light level of 6 or more above a non-air block, then search for a torch within 8 blocks (taxicab distance) of it and if one is found the non-air block is displayed, otherwise it is set to black (MCMap search for torches first, which would be more efficient; I do it this way due to the way the game updates maps and it only takes about 1 millisecond, 5% of a tick, per update cycle in an area with a lot of lit caves). The update radius around the player was reduced to 32 blocks (surface maps are 128 blocks in the Overworld, 64 blocks in the Nether); the maps will update regardless of your y-position but will only display caves below y=63 (128 in the Nether).
In addition, cave maps also work in the Nether, including a functional player marker (you still have to place torches to see anything; normal maps just show a random pattern which has no relationship to any blocks in the world). The range of a single torch (on level ground) can also be seen on the left side (at the bottom is a torch placed on a couple blocks just above lava, which lights up a 1 block smaller range):
I also made further improvements to normal (surface) maps; the temperature of a biome now affects the colors of grass and foliage, which are yellowish in hot biomes, bluish in cold biomes, and darker in swamps and roofed forest (unlike biome colors there are only a few different colors):
This is the same area on a level 3 map (a bit smaller since for the above I used level 0 maps with centers from -512 to +512, covering an area of 1152x1152 vs 1024x1024):
I also removed the shading that the game applies to the sides of blocks, including entities, from framed maps, which were otherwise noticeably darker on the east and west sides of blocks (for this reason I always placed them facing north or south). Interestingly, maps in item frames render nearly as fast as the item frames by themselves, and faster than item frames with a different item (one map takes about 33 microseconds to render, compared to 35 for an empty item frame and 53 for stone; for the 9x9 map wall shown above this equates to 353 FPS if they were the only thing being rendered. I actually optimized maps years ago but I didn't actually measure it until now, including some further changes).
In addition, I made pressing F4 (unused in vanilla) force the game to recalculate light levels within active chunks (a 15x15 chunk area around the player, independent of render/view distance prior to 1.7.4), fixing any lighting glitches that were not corrected post-world generation (the game does scan for and fix them but it takes about a minute to completely check a chunk and if the chunk is unloaded for any reason before it completes it will not resume the check as it is only done for newly generated chunks and the progress is not saved. I force it to run 4 times faster, completely checking all chunks within 18 seconds. For comparison, vanilla takes 9.6 minutes to complete the check (it only checks 10/225 chunks per tick and only 8/4096 blocks per chunk section). I increased the base speed by a factor of 8, to 64 blocks per chunks section, which does not affect performance due to optimizations. The 4x faster speed when F4 is pressed was chosen to avoid noticeable lag spikes as the client recalculates light levels).
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?
Done extending my melon/pumpkin automatic farm. I am thinking of making a collection area with hoppers but since i am at level 14 underground idk how to make it ....unless i use redstone wich i am a complete noob
Item elevators are pretty simple to create.
My go to is a pretty simple one using a comparator, 2 repeaters and 7 dust.
I can screenshot it, if you'd like.
Even more so with 1.13 coming next week, and the new items in water physics.
Past the elevator it's just a matter of collecting them at the top with hoppers or water streams and piping them into chests.
Edit!:
Adding the screenies anyway.
Obviously, adjust the glass [or any solid block] tower to desired height.
And that is a dropper, not a dispenser. Forgot that part. xD
Ok thanks for the pictures but i dont get it ... how is the item elevator suppose to be working ? o_o
The comparator senses the item in the dropper and sends a pulse, spitting out the item.
If it's in a 3x3 of solid blocks, it rises automatically to the first air pocket it finds, [The one block space above the hopper/water stream transport system.]
If there was only a single item, the system goes idle, if there's several, it will continue to pulse until the dropper is empty.
Simpler design with 1 less repeater and 2 less redstone dust (yours has only 6 dust in your pics).
Or the double-speed version with 2 comparators, 2 repeaters and 3 dust (left comparator in subtract mode).
You'll need to feed the dropper twice as fast with this one (2 hopper pipes into the dropper).
To keep up with the crazy output of my guardian farm I use two of the double speed item shooters fed by 4 hopper pipes.
And here's a world save with a couple of high volume item elevator designs for version 1.12.2
Item Elevators 1.12-1.13.zip
Unlike dropper elevators they can handle as many items as you can feed them, no matter how many or how fast. There's also a simplified, no redstone design for 1.13, and I included the faster dropper design as well. Save is for Java 1.12.2, but you'll need to load it into 1.13 for the simplified item elevator to work (tested in 1.13-pre8).
Be careful not to load any of your older worlds into 1.13, because you can't go back (edit the launcher settings to use a different folder).
Simpler design with 1 less repeater and 2 less redstone dust (yours has only 6 dust in your pics).
Or the double-speed version with 2 comparators, 2 repeaters and 3 dust (left comparator in subtract mode).
You'll need to feed the dropper twice as fast with this one (2 hopper pipes into the dropper).
To keep up with the crazy output of my guardian farm I use two of the double speed item shooters fed by 4 hopper pipes.
And here's a world save with a couple of high volume item elevator designs for version 1.12.2
Item Elevators 1.12-1.13.zip
Unlike dropper elevators they can handle as many items as you can feed them, no matter how many or how fast. There's also a simplified, no redstone design for 1.13, and I included the faster dropper design as well. Save is for Java 1.12.2, but you'll need to load it into 1.13 for the simplified item elevator to work (tested in 1.13-pre8).
Be careful not to load any of your older worlds into 1.13, because you can't go back (edit the launcher settings to use a different folder).
Thanks for the idea. But i still want to ask you .... are the items suppose to go into the dropper ? And how ? Is it with hoppers that colect the items right ?
Btw , my melon/pumpkin farm is made after your idea that you have given me
Thanks mate !
Yes, hoppers are used to load the dropper.
Check out the world save I posted. There is an example of the double speed dropper elevator with 2 hopper inputs. I imagine your melon/pumpkin farm isn't fast enough to require the double speed elevator, so you could use the single repeater/comparator version with a single hopper pipe input, but check out the world save anyway because it will give you a better idea of how it works.
An yea, I recognized the melon/pumpkin farm design. My friend RatPrincess and I came up with a single observer design that uses a slime block. It does the same thing with fewer parts (1 sticky piston, 1 observer, 1 repeater, 1 slime block and 1 redstone dust). I'm still using the same design as you are though, because I had already built it (and occasionally a pumpkin or melon slice will get bounced away by the slime block).
See the attached picture for the newer design.
Ok, this is my second time that I post here with my second Survival.
I have been preparing everything for 1.13, which will be on July 18, and my village is ready, so that when I can, I can make a huge base, as I did in my Ex-Survival.
First, my current base and my equipment.
Since the last day I posted here I have been doing tunnels. I made 11, and the vast majority had less than 300 blocks, since I did not want to go so far so that in 1.13 I could move better.
The tunnels were large enough to get a diamond armor and their Tools and enchantments:
Oh yes, there was a Cartographer in the village.
Although it's closed, I made a portal to the Nether, and I was lucky to find a nearby fortress, which will soon open my potions room.
The best thing is that I have made my first farm, one of the most simple, but the most powerful, just next to my house.
The truth is that I have only two villagers, but I only want librarians, so I will use 2 non-librarian villagers.
The 1.13 is too close, and I have everything ready to be an advanced and fun survival.
Bye
I just updated Minecraft at 1.13, now I can start new projects.
One of the projects is my base, in this thread, I have talked about how I want to make my base and the materials I want to use.
We are in the Stronghold ...
You do not notice anything strange ...
I'm going to turn towards the portal room.
I've already made the main room of my entire base.
I will have to make a Nether Hub and an Endermans Farm, but it will be soon.
Hey mancu , breed the villagers so you can get picks and armor
I died.
Can't remember the last time that happened to me in Minecraft.
I've been playing my 1.8 island world for nearly 4 years, and it was only my second death.
I was playing the pre-release, so I'm going to blame it on lag.
Actually, I just got cocky battling phantoms. I stayed up night after night to see how many would spawn (the more nights you don't sleep, the more phantoms you get). Then one night what I can only describe as a swarm of phantoms appeared. I thought my odds were still good, however I made three fatal mistakes.
First a little context...
My iron+gunpowder farm consists of 6 mock village golem spawners and a darkroom creeper spawner.
It is located over the ocean, and I've been battling drowned and phantoms from the lower collection and sorting platform at the bottom of the picture.
The three mistakes were:
1. I decided to fly up to the top of my creeper spawner (phantoms were getting hung up on the building structure).
2. I forgot to switch my elytra back to my diamond chest plate.
3. I forgot to use my smite 5 sword.
Up on the roof of the creeper spawner I had more room to maneuver, but so did the phantoms, and they were able to attack simultaneously from all sides now. Combine that with my significantly reduced armor protection and the sharpness 5 sword that took several extra hits to kill a phantom, and my health dwindled alarmingly fast.
When I saw how fast my health was falling I ran off of the creeper spawner and dove toward the entrance to my base (located in a cave). I was giving myself around 50/50 odds that I would be able to fly in through the 1 block high gap and do a quick spin to shed velocity before smacking into the walls of my base, but I never got the chance. As I started to level off, <WHAM, WHAM, WHAM> I counted at least 3 phantom strikes in rapid succession, and I was dead.
The good news is, items float on water now, so I hopped in a boat and got all my stuff back. If items sank as before, the drowned would have made recovering them... interesting. With full armor and my smite sword I still like my odds against the phantoms. I think I could have won. But I guess we'll never know...
MC Day 12828: With the recent release of 1.13, I decided to load up a copy of my world one lunchtime and try the new update. I had been concerned early on about the new water physics breaking farms and the like which use water flows stopped by signs/ladders/fence gates etc, something I have plenty of, but the way they implemented the new physics put my fears at rest, and after a fun hour exploring the new underwater areas and getting used to the new things, I decided to make a permanent transition to 1.13, rather than wait for a later update of the update (like previously when I went from 1.11.2 to 1.12.2).
I decided to delete some chunks from my world close to my ocean monument base, about a 1000 blocks to the south where in the past I had discovered three more ocean monuments in addition to the two close to the base, but hadn’t explored them or done any building there. Now I have shipwrecks, coral fields and some pretty cool underwater landscapes. Absolutely love the update, particularly the lighting underwater now, brilliant.
I’ve managed to find three buried treasures from treasure maps so far. Found one ship wreck that was nearly complete with the masts sticking up above the water, and another one with a complete hull on a sand bank. My biggest thing was trying to get tridents, must have killed 80+ drowned and have two tridents. Had one funny moment when I vacated my boat to attack a drowned who then got into my boat, and as it was daylight, started burning! Wasn’t sure if I’d lose my boat to fire so killed him double quick. Found some turtles and acquired some eggs and put them on some sand near my ocean monument base.
Update has been stable so far, no incidents, tested my farms in the area, they seemed ok. In fact, the oddest thing was the contents of my double chests seemed to have switched halves – the bottom three rows and the top three have transposed themselves, also seems to be only double chests aligned in 2/4 compass points .. annoying, but an easy fix …
Some of the new underwater terrain where it met the existing stuff …
Other pics
The two wrecks I found above water. Will establish an outpost near one at some date.
One of the buried treasures I found.
One of the new underwater trenches with the magma block floors creating huge downdrafts! I was in my boat when I went over this first time, boat got sucked down from beneath me to the bottom and I had to down to retrieve it. Awesome!
Phantom attack during a storm
Two turtle eggs I placed on some sand near my ocean monument base.
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Only two deaths? Wow! I'm quite surprised!
Great post! Those phantoms sound interesting and I'm still anxious to try out the trident.
Good story! Fantastic pics!
I'm surprised to hear you're an early adopter. I'm also surprised to hear you deleted chunks. I'm still considering doing so. As much as I really like the looks of this major update, I'm at the very least going to wait for OptiFine.
What's your take on the trident?
Personally, I've not had time to play Minecraft in over a week. I'm Jonesing!
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
Cheers man!
I did try the trident a few times, didnt seem very effective, but i don't have it enchanted yet. I wanted to get the trident more than actually use it
I also discovered afterwards that only naturally spawned Drowned can potentially drop a trident, not zombies who have gone thru the change.
I really enjoyed the new update, I really wanted to play it, plus having such a large ocean to the south was too good a chance to miss. I think my game save went down from 768mb to 698mb after deleting the chunks, but after exploring, my game save is now 800mb! Went a bit further than i thought ...
At the moment i'm trying to get my turtle eggs to hatch, but i'm unsure of a few things, the wiki says they hatch at night, but do they mean the cycle or because its dark enough? I've currently got the small area with the eggs on lit to prevent zombie spawning and destroying the eggs but I dont know if a high light level will stop them developing/hatching in the first place regardless of time of day ...
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!