Since my last post I've added the mesa mineshafts that I mentioned, as well as more biomes; Mesa Plateau Forest, which is similar to 1.7's Mesa Plateau F biome, and Mushroom Forest, which is a forest with many giant mushrooms which come in 12 variants (3 different sizes for each of 2 types of cap and two colors).
Here is a look at the mesa mineshafts; as also mentioned before I use a different method than 1.10 uses (which checks the light level) to prevent them from generating above ground level which also avoids any bugs with normal mineshafts (the code I use to check whether there are blocks overhead is only used for mesa mineshafts and only when above sea level):
Unlike normal mineshafts the center room uses clay instead of dirt for the floor (normal mineshafts within mesas use oak wood and if they generate within the clay layer their dirt floor is replaced with hardened clay):
A view of a mesa showing several Mesa Plateau Forest biomes, which generate between y=95-105 (they only have grass and vegetation between these altitudes, otherwise they appear like normal mesa; the grass and dirt layer is two blocks deep); as well as a series of slices through a mesa biome:
Notice the cows near the right side; while passive mobs can't normally spawn in mesa biomes I allowed them to spawn in Mesa Plateau Forest (note that the presence of grass is not checked during world generation spawning, which is why you can find animals on top of houses or in ravines):
The first image shows the surface, second is at y=72, with several mesa mineshafts visible, third at y=35, showing a stronghold and some normal mineshafts which generated within the hardened clay layer, and last at y=25, below the hardened clay layer; you can also see another feature of my mod here, which is regional variation in the number and size of veins of granite, andesite, diorite, dirt, gravel, and their biome-specific alternatives:
A Mushroom Forest biome; there is significant chunk-to-chunk variation in the density and type of trees and mushrooms (there are vanilla spruce trees, a larger variant I made, and vanilla oak trees; the chances of each type as well as the size of mushrooms varies within 2x2 chunk regions). They also have Meadow in addition to a hills variant as a sub-biome, Meadow is also now considered to be a valid biome for the world spawn point:
I've now used 106 biome IDs with 83 of these being new biomes added by my mod; all are in the Overworld (I have not modified the Nether or End in any way other than to change their biome names to "The Nether" and "The End"). By contrast, vanilla 1.6.4 has 23 biomes and 1.12.2 has 62 (59 if you don't count the three that do not naturally generate, Frozen Ocean, Extreme Hills Edge, and The Void). 1.13 is adding at least 11 more biomes (10 if Warm Deep Ocean doesn't naturally generate) but the total is still far below the number TMCW has.
MC Day 12376: Have now rebuilt the upper half of the outer “egg” shell of my Ice Spikes Base, using coloured glass (i may do a bit of after "blending" between the packed ice and the glass later). I’ve also got the four main doors installed with redstone and have started the interior – I added a temp central column made of dirt/stone blocks – the dirt representing what layers are space (i.e rooms) and the stone representing the floor/ceiling areas. I’m mainly going for 4 block high rooms with 4 block ceilings/floors in between. Starting to add the 4 main staircases.
I intend to have a 4 beacon array, with one of the beacons set to jump – I’ve designed the base so you need to jump one and half blocks high to reach the base and the doors, so mobs (apart from spiders) can’t congregate around the entrances. I used nether quartz half slabs to blend in with the snow, with the intention of having glowstone in a radial pattern underneath to get a glowing effect. Unfortunately, the lighting has gone very weird, with two of the inner blocks bright whist the others are darker than the adjacent blocks which don’t have glowstone underneath!. If I change the smooth lighting setting to off, I get the effect I wanted, but the rest of the game visually isn’t as smooth. Might take the glowstone out altogether and leave it just dark …
Following this thread, I have started a new 1.12 Hardcore world. My last record was 66 days.
I spawned on a slopey bit of hill with some trees, nothing too unusual, met some furry friends along the way whilst gathering resources and tryiong to find a good place for the night. In the distance see a cool looking mountain:
SPAWN:
Proof of hardcore with hub:
I love these guys!:
Home?:
I actually ended up moving a little away from that mountain, but only slightly as I spotted a flat area ripe for potential. Here is the spot and my first night's inventory. Also some prime real estate opened up in the last picture as I went to settle for the night:
Home for the night:
inventory:
DAYS 1 - 7
Over the next few days I made a small basic farm, penned some cows for leather, went mining for a few days, then to the nether and back and fished a mending fishing rod!
mining:
Nether:
found a fortress but getting to it...
portal after:
sundry:
DAY #7:
As I have a reed farm of sorts on the shore, my current goal is to get making bookcases as soon as possible and make an enchanting table. I also went fire fighting over this time and cutting down birch trees to replace them and the stumps of the old birch trees (wildfire). Slowly I will re-forest the area over time!
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Today in my current Survival world, I built my elytra launchpad tower up another 64 blocks higher than it was, bringing me up to Y:198 as a launch platform. From there, I can glide clear from one corner of my world to the opposite corner, diagonally! I'm playing on an Xbox 360, so the world is only about 862×862 blocks in total, maximum size.
I don't often use elytra, and I'm still definitely a novice glider, generally preferring minecarts or horses to get around in my Survival world, so I'm enjoying practicing my gliding skills. I have set up one target loop to glide through, up on the roof of my main residence, about 100 blocks away from my launch platform. The previous (lower) launch platform is at Y:134 (with my ground level being at Y:70), and from that height I have been able to "thread the needle", gliding through my rooftop target loop, which is currently 3x3 blocks wide. Eventually, once I have more practice with gliding, I will reduce that to a 1x1 space, so that I can get the Super Sonic achievement. I'm still trying to chase down a few of these achievements before a whole slew of new ones are released with the upcoming aquatic update. I'm still yet to defeat an Elder Guardian for The Deep End achievement, and I still haven't respawned the ender dragon for The End... Again... in Survival either. Beyond that, there are a few achievements which are buggy on the Xbox 360 console, and I can't attain them at all. The most ironic of which is the Passing the Time achievement, which requires that I play Minecraft for 100 in-game days (equivalent to 33 hours in real time). I'm pretty sure that at one stage I even tried playing for those 33 real-world hours in a single gaming session, going without sleep the whole time, just to unlock that achievement, but I still haven't got it yet! I only play single player and don't have Xbox Gold, so I won't be getting the minigame achievements either, but I'm trying to get everything else.
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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'll try to get some pics up but I completed a rail system that takes about an hr to get from one end to the other, assuming you continue on through each stop. If you get out and do stuff, it takes longer.
I'm sure I'll return to Midgard someday, but my presence on these forums is rapidly fading, as is this year's interest in the game for me. I haven't played in eight days and don't plan to play soon. I may go into Minecraft hibernation for six months, just as I have every year, which is why Midgard is 5,000 Minecraft days old and not 10,000 (like Mr N Derman's, above).
I posted that Nov. 27, 2017, five months ago. Indeed, I did take a half-year break from Minecraft, as I have done since I began playing.
Midgard is my vanilla, hard-difficulty, legit, large-biome survival single-player world began July 2, 2014. Not quite four years old yet. After my five-month break, I started playing again about a week ago or so.
Longbridge was first constructed sometime in 2014, Oct. 9 or so, I believe. It was my first major project and it was built from cobble unearthed by stone tools. As I was new to Minecraft, I didn't want to "waste" precious iron on disposable picks and shovels and diamonds were far too rare and valuable to actually use. Ah, I remember those days.
Before I took my break last year, I widened and covered the venerable Longbridge. Never posted any pictures of it, so here's a couple with Castle Midgard in the background (render distance 32, 1920x1080):
I took those while rocket boosting with elytra, which doesn't always make for the best photography. The clouds never like to cooperate, either.
Here's a couple from the Twilight Watchtower (The short Black Sheep Bridge, probably the first bridge I ever built in this world, is barely visible on the left/east, and Rose Hill Bridge, built in 2015, is to the far right/west):
"Longbridge" was, like all other locations, without a name when I built it. Back in version 1.7.10, when I started this world, my render distance was such that I placed signs and obelisks between points of interest—points of interest being whatever I was exploring at the time. It was back when the world was young and mysterious and I was new to Minecraft. Thankfully, I didn't know about the F3 screen, so I had to develop my sense of direction and construct roads, clearings and markers to assist my return home.
One such obelisk had a sign, "To Long Bridge" with an arrow pointing west. As time passed, I started calling it "Longbridge."
Here's a quick snap of the castle taken the same night as the other pics:
Castle Midgard looks pretty big, and it is, but what's above ground is just the tip of the iceberg. Most of the castle is below ground. For example, there are three dungeon spawners, one of each type. The skeleton XP farm, a zombie spawner and a spider spawner.
Currently, I'm connecting the three. The zombie spawner will be a zombie meat farm and the spider spawner will be a string farm. I don't need either of those things . . . But, might as well use what I have available.
Here are some pictures of the progress:
Since this post is going long, I'll put all the rest in a spoiler tag.
Behind the prominent metal door in the above pictures is the skeleton XP farm and enchantment station, as well as an alchemy station, mainly for making night vision potions for working in the dark. I play on default ("moody") lighting, of course.
(Above) The view right on the other side of the door.
(Above) The stairs to the left go . . . All sorts of places. The passage to the right goes to a staircase that extends all the way up to the ground floor.
(Above) The other side of the door. I use iron doors in the subterranean levels of the castle where passages connect to natural caves as this one has for years now. Zombies tear down wooden doors in hard mode.
(Above) A skeleton poses for the camera.
(Above) The enchantment and alchemy stations.
The unlit hallways in the above pictures are all slabbed—there's no place for monsters to spawn. An unlit hallway in Midgard means it likely connects to natural caves, so beware.
The fully-powered beacon that's granting my Haste II is located on the lava layer (Y=11) surrounded by hellish system of caverns. It's best to place beacons as low as possible since they power whatever is above them. Its beam exits the center of one of the barbican's battlements:
Most of the battlements are capable of housing a lava-layer beacon. I usually use redstone to turn them on and off. I normally don't like having them on when not needed.
In the above pictures, the stairs leading to the iron door exits to the map room, but on the second level of the castle, the level with the gold farm, nether portal, and villager farm. The map room is on the ground floor of the castle:
I forget what I call this room other than "map room." Mainly, it's used to get from level to level via elytra and rocket boosting. No need for a boring ol' elevator when you can fly at breakneck speeds! The lowest level of the castle is on Y=11, but this shaft reaches all the way down to bedrock.
The center of the walkway is the center of the castle's main tower.
(Above) Looking west at the iron door that leads to the current construction zone. Ominous! Formerly (well, still), it lead to natural caves, though they were mostly all completely lit. There were still dark corners here and there, so an iron door was used.
(Above) Looking from directly on the other side of the iron door that leads to the current construction zone.
(Above) Looking up at the map room while standing in front of the door.
Thanks for reading!
Looking forward to playing some Minecraft, reading everyone's progress, and swapping stories!
Glad to see so many familiar names like Mr_N_Derman, Courageous_Marinade, leangreen76, and TheMasterCaver are still posting!
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My short story-like journals; quick-and-easy reads:
Continuing to carve out the level B1 room connecting the skeleton XP farm, zombie spawner and spider spawner to the gold farm and villager vending center.
After I put the tops on the columns, I decided to raise the roof a little farther so that's what I'm doing now.
1920x1080:
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My short story-like journals; quick-and-easy reads:
Haven't played much in the last couple days, but sat down tonight and very nearly finished clearing the space for the room (unless I remove the floor and make it a bridge over lava or bedrock). The room will probably end up getting longer and I might shave it a couple blocks wider on both sides as well. It's currently 60 block long by 26 wide and 16 high.
Still don't know what I want to do around the zombie meat farm or if I want to make that a separate room or not.
The villager farm is just on the other side of the wall.
With night vision potion and without (1920x1080):
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My short story-like journals; quick-and-easy reads:
MC Day 12460: Have virtually finished work on the main floor of the base. It’s a similar layout as before – chest storage around the edges and four main areas at the cardinal points – but there is more room to play with. Instead of using stained clay/nether quartz for the main decor, I’ve gone for concrete. I do like some of the colours, but it’s a pain to make. I have completed the Enchanting, Nether Portal & Armoury areas (Nether Portal still needs trap door & some kind of kill/ejection system for ZP’s built). The brewing area (green for the moment) still needs to be done – I’m not sure if I can get some kind of auto/semi-auto brewing station in there, will be looking on YouTube. Have moved 90% of my supplies from their temporary home on the first sub level back to the chest area.
As most of the underground area of the base is still intact, I’ve also been tweaking a few things. The auto squid farm on the second sub-level, so productive before they introduced better swimming mechanics for squids, was virtually at a standstill, but by ironically reducing the number water streams so they are alternate with air pockets, the farm is much more productive – the squid swim into the air space and plummet to the collection area. Four beacons have been added, this now allows me to jump up onto the outer base wall which is 1.5 blocks high so mobs can’t get up it (except for spiders, but they are not a problem)
One thing I discover was my experimental villager pod which, up until about a week ago and having been populated with around 20 villagers for over a year, was suddenly empty! No idea what has happened to them. In a panic I checked on my iron farm, which is even older, and all the villagers in there were fine! Not one lost. Weird.
Also, at this base, I have a nether minecart station adjacent to a Nether Fortress. My big plan, being inundated with stone from my overworld machinations, was to slab a large area of the nether around the station. Being back at this base now, I’ve gone back to doing a bit more of that, inbetween jobs. This base (the 3rd) is located only a hundred blocks or so via nether travel to my last base (4th) so half-slabbing the entire area between the two is a goal of mine … to be continued …
Other pics
Portal / Enchanting / Armour rooms. Am using some glazed terracotta as a design for each area. A pain to place the right way round tho! The Enchanting room has an adjustable table of my own design – step on the pressure plates anti-clockwise and two of the bookcases are pull back on pistons to change the enchant level.
Sub Level 1 – nearly clear of temp storage
Sub Level 2 & the Squid farm. In the second pic, the farm is off as it auto turns off when the collection chest gets full.
Got a surprise when I went to use the drop shaft to the Squid farm collection area – a squid has spawned in the water part of the drop! He didn’t last long J
Mods to the Squid farm. They can still swim against the streams in the collection area, but getting more squid in that area has made a big difference.
Beacon array!
One of my last named Zombie Pigman wandering about the outside of the base. For some reason he desperately seems to want to get back inside and never moves more than a few blocks away from the edge. Nutter.
The (now empty) villager pod. And the still populated Iron Farm. What gives!?
The slabbing of the nether (complete with Gordon the Ghast who inspects my work for me, making sure I haven’t missed any blocks … not really )
The Meaning of Life, the Universe, and Everything.
Join Date:
7/28/2011
Posts:
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Member Details
I found a spawn with 3 villages in almost a line, about 500 blocks apart one of each type, where you spawn on a desert Temple containing 6 diamonds. The village next to spawn has 2 diamonds at blacksmith. A few more at the bottom of the closest end of the ravine in the second village ( a Savanna village ). Totaling at least 10 easy to find.
Second village coordinates: 700x, 200z
Seed:1496312061
Note: Desert Temple is buried at spawn. Look for Sandstone steps on ground level.
also useless Plains village at 1400x 500z
My main world is fine, but my first ever saved world from Alpha is gone. When i loaded up I was in a cave - thought nothing of it, maybe I was on a trip getting more granite/andesite/diorite. But as I tried heading home, I just couldn't find it. After over an hour (At least) in survival I gave up and flew about as my bed was apparently "Missing" when I died so I spawned by the cave again. I even ended up tp'ing to the home coordinates (I keep screenshots of these) but nothing. I don't know what world was masquerading as "World1" but this wasn't it. And this was taken from the back up so there was nothing to roll back to except an old save undoing the world from the last couple of years.
In Alpha (Due to trying to get across mountain tops in a world I didn't keep) I got the idea to built sky-bridges from mountain top to mountain top with a home on each. After three "Homes" I got bored and had a break for a few months (4 or 5), I went onto concentrate on what is now my main world. In Beta, I had the novel idea of transforming an extremely deep hole/cave system (It looked like a sink-hole!) between mountain #1 & #2, and that had been the project ever since.
So since yesterday rather than re-do the work from the last 2 years, I have decided to take this as an opportunity. Using that save (The only spare copy I can use) I am gutting it! I'm starting again!
13th December 2016 - I hide the outside of the hut front with natural grass and a piston stone door:
Inside:
Currently:
The reason I'm picking every placed block is because if I left it as it was and just renovated - I might just do the same ideas again. If I take it back to it's dense cave like original (All the way down to level #7 which is y level 11) I can completely re-imagine it. New layout, new design, new everything, every previous resource will be saved , stored and maybe re-used. Time for something new!
Not sure what theme & style I want to do it in yet though. One thing I want to do is travel safely using portals, re-light the portal go in, travel and make another portal a good distance to get me further into new chunks and new possibilities!
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
I just saw a charged creeper while testing my mod; I've only seen one before while actually playing in Survival, and one other time when I spawned a bunch of creepers in a field during a thunderstorm in Creative (in that case there were at least half a dozen of them):
Also, the structure you see behind it is my own version of a woodland mansion, which I've been working on for the past few days and is by far the most complex structure I've added to my mod; I've added 35 different types of rooms so far, which are all hardcoded into the game (using code to place each block; likewise, I added igloos and fossils the same way, not using structure files (I used the blueprints on the Wiki, and when making rooms for mansions I built them in Creative then used MCEdit to slice them apart into layers); the class file for mansions is 113 KB, only surpassed by my cave generator class, which is 211 KB. The entire mod has 230 source files totaling 3205 KB).
They also spawn witches instead of illagers with the same behavior as witch huts but with cave spiders as well (witches with the equivalent of 50 health (they have invisible chain armor which never drops) generate in most rooms while cave spiders either naturally spawn or spawn from spawners; mobs spawned from spawners also have the unique property of ignoring skylight when they check for the light level, which is a special characteristic I added to spawners in mansions) and have 8 different types of loot chests (only a few will usually generate in any one mansion) as well as a room with mob and player heads (the only way to obtain them right now).
Here are most of the rooms:
Mushroom farm room, which also contains pumpkins and melons:
A couple loot chests from two different rooms; notice that the green and blue mushrooms use the same ID as vanilla red mushrooms, and can also be used in place of red mushrooms when crafting mushroom stew (as well as any combination of two colors; fermented spider eyes still require brown mushrooms):
Large bedroom:
Ore room, which contains every variant of coal ore on its corresponding block:
A storage room full of chests, all empty:
A room with stairs lining the bottom walls, then half slabs with various blocks of wool and a chest:
Blacksmith room, including a very damaged anvil, block of iron, and a chest with some iron items (including tools) and sticks (as it used for crafting them). The block the witch is standing on are data value 8 double slabs, which act like a proper block in my mod (they drop themselves and are crafted with 2x2 slabs = 2 "Smooth Stone" blocks):
Library:
Witch hut room, with a similar layout as witch huts:
Zombie villager jailroom, including a chest with items that can be used to cure them; the contents vary but there is always enough to cure both of them (e.g. 2 golden apples; 2 regular apples + 1 gold block + 7 ingots, and so on; plus 1-2 splash potions of weakness, one of which is sufficient if they are close together):
Tree room:
A room filled with 4 randomly chosen colors of wool:
A room with a "fireplace" made out of mob spawners, one witch and one cave spider:
Another room similar to the wool room above but with hay bales:
Another generic room with an empty chest:
A room with an emerald ore, as if on a shrine (witches are basically villagers after all; emeralds can occasionally be found in all chests):
A room with a dispenser filled with arrows facing a doorway with a pressure plate in front of it:
A room with a fossil, which is a smaller version of the smallest type of skull which generates underground:
A room with a giant mushroom and small mushrooms of one of four colors (brown, red, green, blue):
A room with a sandstone "sculpture" (made using the algorithm used to generate glowstone clusters in the Nether):
Another sculpture room which has a quartz sandstone sculpture instead (they are randomly generated so every one is unique):
A room with a structure made up of iron bars:
A room with a small farm, either wheat (50%), carrots (25%), or potatoes (25%):
A room with a snow golem:
A room with a ceiling made up of polished granite, andesite, and diorite and carpets with a matching color scheme on the floor:
Head room; you might notice that the player head uses my skin instead of the Steve skin, as I replaced it with my own since the skin server that 1.6.4 uses no longer works, I also retextured the "head" item:
Flower room:
Music room:
Small library:
Pool room, with a pool containing coral and sea grass:
Clock room:
Mineshaft room; the minecart has the same loot as a mineshaft:
Potion room, which has a chest with a variety of potions:
Recently, I have been getting back into the game to get ready for the new update coming out soon. I have been sticking close to my base and trying not to explore and generate new chunks. I decided to connect the river from one side of my base to the other since it generated as a dry river bed. It may not seem like much been it's been a lot of work for me and I still have about 30% left to go. Shaping the sides properly has been the most difficult part. Here is a before and after. I am ready to move sea grass and turtles in!!
The Meaning of Life, the Universe, and Everything.
Location:
Upplands Väsby
Join Date:
8/21/2017
Posts:
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Location:
Upplands Väsby, Sweden
Minecraft:
AvionPhoton
Member Details
I started to design a minecart track, between my main base and the mining area. I want it to detect if a player, a cart with a chest or an empty cart comes and then let the player jump off, the chest get unloaded and the empty cart just be collected immediately in the main base. In the mining area, I want to have the minecart with a chest go to a separate place than the one with the player. So far this one is only on paper, and I have only begun hollowing out the area behind the furnace to receive the carts.
I also made a design for playing a short 4 note melody when opening a trapped chest which I will use for the various gems (lapis, redstone, diamonds, emeralds, glowstone and obsidian I store at the top of the large tree I built at the center of my base. Each circuit will be surrounded by a glass crystal and I think it will look pretty sweet when completed, I envision something like six large glowing crystal flowers spread on the different branches of the tree.
I will post both these projects in thread of my survival world when they are done, which should be during the coming weeks
Since my last post I've added the mesa mineshafts that I mentioned, as well as more biomes; Mesa Plateau Forest, which is similar to 1.7's Mesa Plateau F biome, and Mushroom Forest, which is a forest with many giant mushrooms which come in 12 variants (3 different sizes for each of 2 types of cap and two colors).
Here is a look at the mesa mineshafts; as also mentioned before I use a different method than 1.10 uses (which checks the light level) to prevent them from generating above ground level which also avoids any bugs with normal mineshafts (the code I use to check whether there are blocks overhead is only used for mesa mineshafts and only when above sea level):
Unlike normal mineshafts the center room uses clay instead of dirt for the floor (normal mineshafts within mesas use oak wood and if they generate within the clay layer their dirt floor is replaced with hardened clay):
A view of a mesa showing several Mesa Plateau Forest biomes, which generate between y=95-105 (they only have grass and vegetation between these altitudes, otherwise they appear like normal mesa; the grass and dirt layer is two blocks deep); as well as a series of slices through a mesa biome:
The first image shows the surface, second is at y=72, with several mesa mineshafts visible, third at y=35, showing a stronghold and some normal mineshafts which generated within the hardened clay layer, and last at y=25, below the hardened clay layer; you can also see another feature of my mod here, which is regional variation in the number and size of veins of granite, andesite, diorite, dirt, gravel, and their biome-specific alternatives:
A Mushroom Forest biome; there is significant chunk-to-chunk variation in the density and type of trees and mushrooms (there are vanilla spruce trees, a larger variant I made, and vanilla oak trees; the chances of each type as well as the size of mushrooms varies within 2x2 chunk regions). They also have Meadow in addition to a hills variant as a sub-biome, Meadow is also now considered to be a valid biome for the world spawn point:
I've now used 106 biome IDs with 83 of these being new biomes added by my mod; all are in the Overworld (I have not modified the Nether or End in any way other than to change their biome names to "The Nether" and "The End"). By contrast, vanilla 1.6.4 has 23 biomes and 1.12.2 has 62 (59 if you don't count the three that do not naturally generate, Frozen Ocean, Extreme Hills Edge, and The Void). 1.13 is adding at least 11 more biomes (10 if Warm Deep Ocean doesn't naturally generate) but the total is still far below the number TMCW has.
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?
After a season in the small island-base, I have decided to move it.
The best change of my Survival is that I have removed all the dirt, all the stone from the farm of Guardians to Prismarine.
I have new Redstone mechanisms, like a lever, that when I go down the stairs, I'll open a Sea Lantern door.
Here I have the things of the demolition.
Bye
Now when the April Fools, I have made a world to see Mobs and blocks that surprise me. Here the first image, seeing the world.
The blocks that surprised me are:
The hoppers
Wet sponges
The potions table
The stone
The command blocks
The mobs, those that have surprised me (I have taken some eggs and have seen which was the best), are:
The chikens.
The Evoker
The pig
The Shulker
The spider
The squid
The zombie
The dragon did not surprise me, but the Wither did.
MC Day 12376: Have now rebuilt the upper half of the outer “egg” shell of my Ice Spikes Base, using coloured glass (i may do a bit of after "blending" between the packed ice and the glass later). I’ve also got the four main doors installed with redstone and have started the interior – I added a temp central column made of dirt/stone blocks – the dirt representing what layers are space (i.e rooms) and the stone representing the floor/ceiling areas. I’m mainly going for 4 block high rooms with 4 block ceilings/floors in between. Starting to add the 4 main staircases.
I intend to have a 4 beacon array, with one of the beacons set to jump – I’ve designed the base so you need to jump one and half blocks high to reach the base and the doors, so mobs (apart from spiders) can’t congregate around the entrances. I used nether quartz half slabs to blend in with the snow, with the intention of having glowstone in a radial pattern underneath to get a glowing effect. Unfortunately, the lighting has gone very weird, with two of the inner blocks bright whist the others are darker than the adjacent blocks which don’t have glowstone underneath!. If I change the smooth lighting setting to off, I get the effect I wanted, but the rest of the game visually isn’t as smooth. Might take the glowstone out altogether and leave it just dark …
Other pics
With smooth lighting off!
Door
Internals so far
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Following this thread, I have started a new 1.12 Hardcore world. My last record was 66 days.
I spawned on a slopey bit of hill with some trees, nothing too unusual, met some furry friends along the way whilst gathering resources and tryiong to find a good place for the night. In the distance see a cool looking mountain:
SPAWN:
Proof of hardcore with hub:
I love these guys!:
Home?:
I actually ended up moving a little away from that mountain, but only slightly as I spotted a flat area ripe for potential. Here is the spot and my first night's inventory. Also some prime real estate opened up in the last picture as I went to settle for the night:
Home for the night:
inventory:
DAYS 1 - 7
Over the next few days I made a small basic farm, penned some cows for leather, went mining for a few days, then to the nether and back and fished a mending fishing rod!
mining:
Nether:
found a fortress but getting to it...
portal after:
sundry:
DAY #7:
As I have a reed farm of sorts on the shore, my current goal is to get making bookcases as soon as possible and make an enchanting table. I also went fire fighting over this time and cutting down birch trees to replace them and the stumps of the old birch trees (wildfire). Slowly I will re-forest the area over time!
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only
Today in my current Survival world, I built my elytra launchpad tower up another 64 blocks higher than it was, bringing me up to Y:198 as a launch platform. From there, I can glide clear from one corner of my world to the opposite corner, diagonally! I'm playing on an Xbox 360, so the world is only about 862×862 blocks in total, maximum size.
I don't often use elytra, and I'm still definitely a novice glider, generally preferring minecarts or horses to get around in my Survival world, so I'm enjoying practicing my gliding skills. I have set up one target loop to glide through, up on the roof of my main residence, about 100 blocks away from my launch platform. The previous (lower) launch platform is at Y:134 (with my ground level being at Y:70), and from that height I have been able to "thread the needle", gliding through my rooftop target loop, which is currently 3x3 blocks wide. Eventually, once I have more practice with gliding, I will reduce that to a 1x1 space, so that I can get the Super Sonic achievement. I'm still trying to chase down a few of these achievements before a whole slew of new ones are released with the upcoming aquatic update. I'm still yet to defeat an Elder Guardian for The Deep End achievement, and I still haven't respawned the ender dragon for The End... Again... in Survival either. Beyond that, there are a few achievements which are buggy on the Xbox 360 console, and I can't attain them at all. The most ironic of which is the Passing the Time achievement, which requires that I play Minecraft for 100 in-game days (equivalent to 33 hours in real time). I'm pretty sure that at one stage I even tried playing for those 33 real-world hours in a single gaming session, going without sleep the whole time, just to unlock that achievement, but I still haven't got it yet! I only play single player and don't have Xbox Gold, so I won't be getting the minigame achievements either, but I'm trying to get everything else.
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'll try to get some pics up but I completed a rail system that takes about an hr to get from one end to the other, assuming you continue on through each stop. If you get out and do stuff, it takes longer.
Creator of Game Saver for Minecraft ----- www.minecraftgamesaver.com
Been working on my server spawn a bit... after doing all server like things, felt like i wanted to build a bit....
I posted that Nov. 27, 2017, five months ago. Indeed, I did take a half-year break from Minecraft, as I have done since I began playing.
Midgard is my vanilla, hard-difficulty, legit, large-biome survival single-player world began July 2, 2014. Not quite four years old yet. After my five-month break, I started playing again about a week ago or so.
Longbridge was first constructed sometime in 2014, Oct. 9 or so, I believe. It was my first major project and it was built from cobble unearthed by stone tools. As I was new to Minecraft, I didn't want to "waste" precious iron on disposable picks and shovels and diamonds were far too rare and valuable to actually use. Ah, I remember those days.
Before I took my break last year, I widened and covered the venerable Longbridge. Never posted any pictures of it, so here's a couple with Castle Midgard in the background (render distance 32, 1920x1080):
I took those while rocket boosting with elytra, which doesn't always make for the best photography. The clouds never like to cooperate, either.
Here's a couple from the Twilight Watchtower (The short Black Sheep Bridge, probably the first bridge I ever built in this world, is barely visible on the left/east, and Rose Hill Bridge, built in 2015, is to the far right/west):
"Longbridge" was, like all other locations, without a name when I built it. Back in version 1.7.10, when I started this world, my render distance was such that I placed signs and obelisks between points of interest—points of interest being whatever I was exploring at the time. It was back when the world was young and mysterious and I was new to Minecraft. Thankfully, I didn't know about the F3 screen, so I had to develop my sense of direction and construct roads, clearings and markers to assist my return home.
One such obelisk had a sign, "To Long Bridge" with an arrow pointing west. As time passed, I started calling it "Longbridge."
Here's a quick snap of the castle taken the same night as the other pics:
Castle Midgard looks pretty big, and it is, but what's above ground is just the tip of the iceberg. Most of the castle is below ground. For example, there are three dungeon spawners, one of each type. The skeleton XP farm, a zombie spawner and a spider spawner.
Currently, I'm connecting the three. The zombie spawner will be a zombie meat farm and the spider spawner will be a string farm. I don't need either of those things . . . But, might as well use what I have available.
Here are some pictures of the progress:
Since this post is going long, I'll put all the rest in a spoiler tag.
Behind the prominent metal door in the above pictures is the skeleton XP farm and enchantment station, as well as an alchemy station, mainly for making night vision potions for working in the dark. I play on default ("moody") lighting, of course.
(Above) The view right on the other side of the door.
(Above) The stairs to the left go . . . All sorts of places. The passage to the right goes to a staircase that extends all the way up to the ground floor.
(Above) The other side of the door. I use iron doors in the subterranean levels of the castle where passages connect to natural caves as this one has for years now. Zombies tear down wooden doors in hard mode.
(Above) A skeleton poses for the camera.
(Above) The enchantment and alchemy stations.
The unlit hallways in the above pictures are all slabbed—there's no place for monsters to spawn. An unlit hallway in Midgard means it likely connects to natural caves, so beware.
The fully-powered beacon that's granting my Haste II is located on the lava layer (Y=11) surrounded by hellish system of caverns. It's best to place beacons as low as possible since they power whatever is above them. Its beam exits the center of one of the barbican's battlements:
Most of the battlements are capable of housing a lava-layer beacon. I usually use redstone to turn them on and off. I normally don't like having them on when not needed.
In the above pictures, the stairs leading to the iron door exits to the map room, but on the second level of the castle, the level with the gold farm, nether portal, and villager farm. The map room is on the ground floor of the castle:
I forget what I call this room other than "map room." Mainly, it's used to get from level to level via elytra and rocket boosting. No need for a boring ol' elevator when you can fly at breakneck speeds! The lowest level of the castle is on Y=11, but this shaft reaches all the way down to bedrock.
The center of the walkway is the center of the castle's main tower.
(Above) Looking west at the iron door that leads to the current construction zone. Ominous! Formerly (well, still), it lead to natural caves, though they were mostly all completely lit. There were still dark corners here and there, so an iron door was used.
(Above) Looking from directly on the other side of the iron door that leads to the current construction zone.
(Above) Looking up at the map room while standing in front of the door.
Thanks for reading!
Looking forward to playing some Minecraft, reading everyone's progress, and swapping stories!
Glad to see so many familiar names like Mr_N_Derman, Courageous_Marinade, leangreen76, and TheMasterCaver are still posting!
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
I built a gold farm, and helped a buddy on the realm I play finish off his wither skeleton farm.
Other than that, I do a lot of fishing. xD
Continuing to carve out the level B1 room connecting the skeleton XP farm, zombie spawner and spider spawner to the gold farm and villager vending center.
After I put the tops on the columns, I decided to raise the roof a little farther so that's what I'm doing now.
1920x1080:
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
Haven't played much in the last couple days, but sat down tonight and very nearly finished clearing the space for the room (unless I remove the floor and make it a bridge over lava or bedrock). The room will probably end up getting longer and I might shave it a couple blocks wider on both sides as well. It's currently 60 block long by 26 wide and 16 high.
Still don't know what I want to do around the zombie meat farm or if I want to make that a separate room or not.
The villager farm is just on the other side of the wall.
With night vision potion and without (1920x1080):
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
MC Day 12460: Have virtually finished work on the main floor of the base. It’s a similar layout as before – chest storage around the edges and four main areas at the cardinal points – but there is more room to play with. Instead of using stained clay/nether quartz for the main decor, I’ve gone for concrete. I do like some of the colours, but it’s a pain to make. I have completed the Enchanting, Nether Portal & Armoury areas (Nether Portal still needs trap door & some kind of kill/ejection system for ZP’s built). The brewing area (green for the moment) still needs to be done – I’m not sure if I can get some kind of auto/semi-auto brewing station in there, will be looking on YouTube. Have moved 90% of my supplies from their temporary home on the first sub level back to the chest area.
As most of the underground area of the base is still intact, I’ve also been tweaking a few things. The auto squid farm on the second sub-level, so productive before they introduced better swimming mechanics for squids, was virtually at a standstill, but by ironically reducing the number water streams so they are alternate with air pockets, the farm is much more productive – the squid swim into the air space and plummet to the collection area. Four beacons have been added, this now allows me to jump up onto the outer base wall which is 1.5 blocks high so mobs can’t get up it (except for spiders, but they are not a problem)
One thing I discover was my experimental villager pod which, up until about a week ago and having been populated with around 20 villagers for over a year, was suddenly empty! No idea what has happened to them. In a panic I checked on my iron farm, which is even older, and all the villagers in there were fine! Not one lost. Weird.
Also, at this base, I have a nether minecart station adjacent to a Nether Fortress. My big plan, being inundated with stone from my overworld machinations, was to slab a large area of the nether around the station. Being back at this base now, I’ve gone back to doing a bit more of that, inbetween jobs. This base (the 3rd) is located only a hundred blocks or so via nether travel to my last base (4th) so half-slabbing the entire area between the two is a goal of mine … to be continued …
Other pics
Portal / Enchanting / Armour rooms. Am using some glazed terracotta as a design for each area. A pain to place the right way round tho! The Enchanting room has an adjustable table of my own design – step on the pressure plates anti-clockwise and two of the bookcases are pull back on pistons to change the enchant level.
Sub Level 1 – nearly clear of temp storage
Sub Level 2 & the Squid farm. In the second pic, the farm is off as it auto turns off when the collection chest gets full.
Got a surprise when I went to use the drop shaft to the Squid farm collection area – a squid has spawned in the water part of the drop! He didn’t last long J
Mods to the Squid farm. They can still swim against the streams in the collection area, but getting more squid in that area has made a big difference.
Beacon array!
One of my last named Zombie Pigman wandering about the outside of the base. For some reason he desperately seems to want to get back inside and never moves more than a few blocks away from the edge. Nutter.
The (now empty) villager pod. And the still populated Iron Farm. What gives!?
The slabbing of the nether (complete with Gordon the Ghast who inspects my work for me, making sure I haven’t missed any blocks … not really )
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
I built this owl on top of the giant tree in my survival world, on Zabarion's suggestion
I built it first in creative, and then wrote an ASCII schematic so I could get all the pieces right in survival. A lot of wool!
Other than that, I am mostly adding smaller custom trees, sorting out storage and polishing things up here and there.
Oh, and I went on a trek to trade silk touch books, definitely worth it!
PMC's Pumpkin Carving Solo Contest Entry
I found a spawn with 3 villages in almost a line, about 500 blocks apart one of each type, where you spawn on a desert Temple containing 6 diamonds. The village next to spawn has 2 diamonds at blacksmith. A few more at the bottom of the closest end of the ravine in the second village ( a Savanna village ). Totaling at least 10 easy to find.
Second village coordinates: 700x, 200z
Seed:1496312061
Note: Desert Temple is buried at spawn. Look for Sandstone steps on ground level.
also useless Plains village at 1400x 500z
Sadly, things have gone awry with my backups..
My main world is fine, but my first ever saved world from Alpha is gone. When i loaded up I was in a cave - thought nothing of it, maybe I was on a trip getting more granite/andesite/diorite. But as I tried heading home, I just couldn't find it. After over an hour (At least) in survival I gave up and flew about as my bed was apparently "Missing" when I died so I spawned by the cave again. I even ended up tp'ing to the home coordinates (I keep screenshots of these) but nothing. I don't know what world was masquerading as "World1" but this wasn't it. And this was taken from the back up so there was nothing to roll back to except an old save undoing the world from the last couple of years.
In Alpha (Due to trying to get across mountain tops in a world I didn't keep) I got the idea to built sky-bridges from mountain top to mountain top with a home on each. After three "Homes" I got bored and had a break for a few months (4 or 5), I went onto concentrate on what is now my main world. In Beta, I had the novel idea of transforming an extremely deep hole/cave system (It looked like a sink-hole!) between mountain #1 & #2, and that had been the project ever since.
So since yesterday rather than re-do the work from the last 2 years, I have decided to take this as an opportunity. Using that save (The only spare copy I can use) I am gutting it! I'm starting again!
13th December 2016 - I hide the outside of the hut front with natural grass and a piston stone door:
Inside:
Currently:
The reason I'm picking every placed block is because if I left it as it was and just renovated - I might just do the same ideas again. If I take it back to it's dense cave like original (All the way down to level #7 which is y level 11) I can completely re-imagine it. New layout, new design, new everything, every previous resource will be saved , stored and maybe re-used. Time for something new!
Not sure what theme & style I want to do it in yet though. One thing I want to do is travel safely using portals, re-light the portal go in, travel and make another portal a good distance to get me further into new chunks and new possibilities!
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only
Also, the structure you see behind it is my own version of a woodland mansion, which I've been working on for the past few days and is by far the most complex structure I've added to my mod; I've added 35 different types of rooms so far, which are all hardcoded into the game (using code to place each block; likewise, I added igloos and fossils the same way, not using structure files (I used the blueprints on the Wiki, and when making rooms for mansions I built them in Creative then used MCEdit to slice them apart into layers); the class file for mansions is 113 KB, only surpassed by my cave generator class, which is 211 KB. The entire mod has 230 source files totaling 3205 KB).
They also spawn witches instead of illagers with the same behavior as witch huts but with cave spiders as well (witches with the equivalent of 50 health (they have invisible chain armor which never drops) generate in most rooms while cave spiders either naturally spawn or spawn from spawners; mobs spawned from spawners also have the unique property of ignoring skylight when they check for the light level, which is a special characteristic I added to spawners in mansions) and have 8 different types of loot chests (only a few will usually generate in any one mansion) as well as a room with mob and player heads (the only way to obtain them right now).
Here are most of the rooms:
A couple loot chests from two different rooms; notice that the green and blue mushrooms use the same ID as vanilla red mushrooms, and can also be used in place of red mushrooms when crafting mushroom stew (as well as any combination of two colors; fermented spider eyes still require brown mushrooms):
Large bedroom:
Ore room, which contains every variant of coal ore on its corresponding block:
A storage room full of chests, all empty:
A room with stairs lining the bottom walls, then half slabs with various blocks of wool and a chest:
Blacksmith room, including a very damaged anvil, block of iron, and a chest with some iron items (including tools) and sticks (as it used for crafting them). The block the witch is standing on are data value 8 double slabs, which act like a proper block in my mod (they drop themselves and are crafted with 2x2 slabs = 2 "Smooth Stone" blocks):
Library:
Witch hut room, with a similar layout as witch huts:
Zombie villager jailroom, including a chest with items that can be used to cure them; the contents vary but there is always enough to cure both of them (e.g. 2 golden apples; 2 regular apples + 1 gold block + 7 ingots, and so on; plus 1-2 splash potions of weakness, one of which is sufficient if they are close together):
Tree room:
A room filled with 4 randomly chosen colors of wool:
A room with a "fireplace" made out of mob spawners, one witch and one cave spider:
Another room similar to the wool room above but with hay bales:
Another generic room with an empty chest:
A room with an emerald ore, as if on a shrine (witches are basically villagers after all; emeralds can occasionally be found in all chests):
A room with a dispenser filled with arrows facing a doorway with a pressure plate in front of it:
A room with a fossil, which is a smaller version of the smallest type of skull which generates underground:
A room with a giant mushroom and small mushrooms of one of four colors (brown, red, green, blue):
A room with a sandstone "sculpture" (made using the algorithm used to generate glowstone clusters in the Nether):
Another sculpture room which has a quartz sandstone sculpture instead (they are randomly generated so every one is unique):
A room with a structure made up of iron bars:
A room with a small farm, either wheat (50%), carrots (25%), or potatoes (25%):
A room with a snow golem:
A room with a ceiling made up of polished granite, andesite, and diorite and carpets with a matching color scheme on the floor:
Head room; you might notice that the player head uses my skin instead of the Steve skin, as I replaced it with my own since the skin server that 1.6.4 uses no longer works, I also retextured the "head" item:
Flower room:
Music room:
Small library:
Pool room, with a pool containing coral and sea grass:
Clock room:
Mineshaft room; the minecart has the same loot as a mineshaft:
Potion room, which has a chest with a variety of potions:
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've been building a town on this server
It's called Polis and right now I'm trying to breed villagers and all. It's a bit time consuming to breed them tho.
Recently, I have been getting back into the game to get ready for the new update coming out soon. I have been sticking close to my base and trying not to explore and generate new chunks. I decided to connect the river from one side of my base to the other since it generated as a dry river bed. It may not seem like much been it's been a lot of work for me and I still have about 30% left to go. Shaping the sides properly has been the most difficult part. Here is a before and after. I am ready to move sea grass and turtles in!!
I started to design a minecart track, between my main base and the mining area. I want it to detect if a player, a cart with a chest or an empty cart comes and then let the player jump off, the chest get unloaded and the empty cart just be collected immediately in the main base. In the mining area, I want to have the minecart with a chest go to a separate place than the one with the player. So far this one is only on paper, and I have only begun hollowing out the area behind the furnace to receive the carts.
I also made a design for playing a short 4 note melody when opening a trapped chest which I will use for the various gems (lapis, redstone, diamonds, emeralds, glowstone and obsidian I store at the top of the large tree I built at the center of my base. Each circuit will be surrounded by a glass crystal and I think it will look pretty sweet when completed, I envision something like six large glowing crystal flowers spread on the different branches of the tree.
I will post both these projects in thread of my survival world when they are done, which should be during the coming weeks
PMC's Pumpkin Carving Solo Contest Entry