Castle/base with mini farms and sort/smelt/store system over my branch mine. Trying to make it look semi realistic while hiding all the redstone.
Scaled down Union Station to cover a railcart junction with rail lines to other towns/bases. Station is loosely based on KC Union Station. Rail jct by David Trettel from his video series on the tube.
Lighthouse to guide travelers into future dockyard. Actually done a little while ago, but mine just the same.
It's been rainy outside, so I've played a fair amount of Minecraft over the last few days.
A few days ago, I found an epic ravine and abandoned mineshaft system not far south of my eastern outpost. Couldn't manage to get any good pictures to show how awesome it is. Basically, it was five or six ravines, a couple of them lava-bottomed, and the mineshaft connected all of them. I did take a picture of my haul, though!
While I was caving, though, I just about missed this sneaky emerald block:
My haul:
Not too shabby for me! I don't collect everything I find and almost never take redstone. I already stored the coal I took as well. I started mining diamonds and emeralds with Silk Touch a while ago. Mending debased diamonds and I don't really use emeralds either. After I side-grade to 1.14.x once OptiFine is released, emeralds will gain a little value again, I believe.
I have been working on my gold farm recently, but I forgot that fact when I stepped through the gateway in my End portal room:
Thankfully, I was able to port back out by just standing there terrified as I'm hungry and wearing elytra.
I later return with a few splash potions of healing, which I tossed. They didn't take kindly, and one with a flame sword let me have it. Luckily, I chugged a fire resistance potion before stepping inside, thinking it was probably frivolous, but you never know in the Nether.
Then, a creeper exploded, though I couldn't tell what direction the blast was from me. It was wild, like a mosh pit. I could barely even see what was happening. I wasn't in there but maybe for three seconds before I made it through the door—on fire and down to four hearts:
For some reason, their bloodlust subsided, but not before an enderman attacked me from the far shadows:
I returned to find the portal extinguished, a large crack in the floor and hole in the wall:
Tonight, I resumed work on the zombie flesh farm chamber. I don't see many chicken jockeys in 1.12.2, so I noticed this leather-clad one when he appeared from the spawner (alone, I think!):
I made one of the walkways that will run horizontally across this chamber. Like I say, I expect that there will be several massive pillars and/or supports all around.
Inspired by a number of posts on Reddit, I think I'll try one of those stained glass floors where it gets progressively darker as it descends, making it look like colored water or thick mist.
Thanks for reading!
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
These last 3 - 4 days I've been moving the villagers from my trading hall in my 8 & 1/2 year old world in preparation for 1.14. Spent a couple of hours continuing it this morning using a mix of rails and water flow to move them 48 - 50 blocks away minimum. (In the chunk error space below the iron farm underground, a warm and wet lit open area as a holding area).
There has been blood, sweat and almost a few tears (of anger on my part) to move them all. The trading hall immediately near my home is now empty and eerily quiet as I optimize the world...
We are waiting for you!!!
A last walk through the tunnel with shaders, just as the sun is going down ironically..
I wasn't going to upgrade until all the villagers were moved, and this morning I got real itchy feet to get into 1.14 and wanted to move them all as much as possible as quickly as possible. I sectioned parts of the hall off with dirt and occasionally opened a space and pushed them through until they were all behind the glassed area where the long tunnel is. (Used to get the other villagers to the iron farm co-incidentally way back when.)
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+.
That's what I was afraid of, although it seems my mending librarian in completely fine. (Not that I need mending any more unless I lose an item through death like my decent bow recently.) Also - mainly because I watched a video for a 1.14 trading hall where this dude moved them 40 - 50 blocks and moved them back individually, tying them to specific workstations when returning them.
I'm also being selective about which ones return and cherry-picking them.
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+.
In 1.14 I wouldn't have thought that moving them 50 blocks would be enough, unless they were moved in 1.13
48 blocks away seems to be the most quoted distance for claiming a jobsite with the required distance for giving it up is much greater.
In 1.14.1 they seem to need to be able to path to the jobsite in order to claim it and they give it up if you block all paths.
It may be that they don't release their claim until they try to use it.
In the tutorial I watched you're right - it was a case of moving them 48 blocks in 1.13 before updating to 1.14. I just didn't want to take any chances - you know what it's like - mixed information, snapshots (Which I didn't try in, waited for the 1.14,2 release), uncertainty. All that good stuff.
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 read the sad news of this forum archiving itself on June 19th. I've had tons of great moments on here, and I'd hate to see it go. I don't have interest in Reddit at the moment, so I'm most likely going to hang around the official Discord instead.
Ironically, I haven't spent all that much time playing Minecraft since my last update (I blame Orokin Derelict farming). I added a bunch of recipes to give me items you can't get in eternal jungles. You get sand by putting quartz blocks through a stonecutter, so I need quartz for my base. For that I need a portal, meaning I need a mineshaft. I have a good spot picked out, and I only built a dock to move over to it.
It may look simple, but it killed me to keep the boat from sinking.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I've been spending the past few days exclusively working on updating TMCW so I can hopefully release the next update by the 16th, since I don't know where I'd otherwise post it (I've considered adding a link to a file which is initially a zip file containing a changelog, later the actual mod, which would still use the same link so I wouldn't need to update it), although I still have a lot to do - with more than 100 planned additions and things to check, many added over the past few months while I was spending more time playing on a recreation of one of my earliest modded worlds (I believe the first "real" one), but I was still adding new things to include over that time, as well as making optimizations to the rendering system on a separate modded version which included Optifine so I could easily work around its code to avoid breaking anything important (the performance is simply incredible compared to newer versions, and so good that I've considered dropping support for Optifine, which already mostly doesn't work anymore, aside from its most basic optimizations, since I've overridden a lot of the code it modifies to add in its own settings and features. This would also allow me to add in my own settings):
10 chunk render distance, taken right after reloading chunks with Optifine's chunk updates settings set as high as possible; besides still getting over 400 FPS the server tick time is only 1.7 ms (3.4% of the allowed maximum without lag) and memory allocation is less than 256 MB:
20 chunk render distance; it still easily runs with only 512 MB allocated, an impossibility with newer versions (the launcher now allocates 2 GB by default on 64 bit; the last and only time I ran 1.13 it had around 70 FPS and 15 ms server tick time and allocated about 600 MB on 8 chunk render distance):
This is an older screenshot that I took while messing around, taken while underground with render distance set to 8 chunks; I still play with render distance set to 8 chunks out of preference while playing (among other things, in-game maps only update a 128 block radius) but use Vsync. You can also see that I've since rearranged the information like coordinates and light levels ("rl" is completely necessary since it is just the maximum of block and sky light, the stuff like "ws" ("walk speed") is also of little use. "lc" (highest loaded chunk section) was replaced with "top block", the highest block in the column (shown here as "fl"), which is also used by mob spawning in vanilla since 1.8):
In addition, these show some of my latest additions to improve the quality of the game - smooth lighting for water, which is currently exclusive to Bedrock, as well as some other blocks which don't have it, at least in 1.6.4, such as rails:
Ladders can also be placed on glass, and render the back side (they are invisible in vanilla 1.6.4; since adding this I realized just how big of a change it is since I can now see ladders from around a corner, or on a wall from above):
I also increased the biome blend radius from 3x3 to 5x5, yet it is still faster to calculate than vanilla (one thing I did was only allow the client to read the biome directly from loaded chunks, defaulting to ocean in empty chunks, which simplified the process of reading it. This also completely fixes conflicts between the client and server threads accessing the biome generator at the same time (I previously added a workaround) since in singleplayer they use a common cache; the same thing is also why mobs glitch through blocks like fences, which I've also fixed by ensuring that the bounding box calculations do not use the shared fields):
I've even considered smoothing out the biome colors between vertices to eliminate the gradient between blocks, much like smooth lighting (this would increase the cost by a factor of 4 though), as otherwise it creates an illusion that one side of the same block appears to be a different color, most apparent between biome extremes as shown here:
As far as my "InfiniteCaves" world goes, I probably won't spend much more time on it before I finish updating TMCW, after which I'll start a new world in it (though where I'll journal my progress remains in question; the only other place I've been active is Reddit, which is completely unsuitable for a long-running survival journal). Here is what I've done so far; it nearly surpassed "TheMasterCaversWorld" (the first world with TMCW) as my fourth-longest played world, and in terms of caving it ranks third after "World1" and "TMCWv4"; unlike those worlds the entire time I spent on this world was spent caving (this also applies to World1v2 and TripleHeightTerrain, for which I copied a base over from an earlier world, and in all cases I never went to fight the Ender Dragon or get all achievements):
In terms of caving, I mined a total of 354,771 ore, as well as 18,454 rails (about 67 mineshafts; I did not count them), 9,663 moss stone (about 200 dungeons), 8,002 cobwebs (from around cave spider spawners, I haven't measured the average for each one), and 424 mob spawners (about half cave spider, the rest dungeons). A total of 457,111 resources were collected (measured by crafted mineral blocks and the aforementioned other items), plus loot from chests and mobs (diamond horse armor, name tags, enchanted books (with enchantments I use), golden apples, music discs from creepers, several dropped diamond tools (added to zombies in my mod; I also saw one mob, a skeleton, in diamond armor, which was at the vanilla rarity aside from inhabited time starting at 50% of its maximum).
Redstone and diamond were more common than in other worlds due to the lava level in caves being lowered from y=11 to y=2 (the original world was pregenerated with MCEdit and a mod that let you increase cave density, with lava removed and the upper layers of bedrock replaced with stone) without any changes to ores; I still mined about 26 times more iron than diamond (for comparison, branch-mining yields about 6 times more iron than diamond while the ratio in my first world is about 46:1), and about 27 per play session and 9 per hour.
Here are the playtime statistics for most of my worlds (the ones I still have):
World1 143.18 days 3436.32 hours 985 sessions (3.49 hours/session)
TMCWv4 22.46 days 539.04 hours 140 sessions (3.85 hours/session)
TMCWv3 15.83 days 379.92 hours 104 sessions (3.65 hours/session)
TheMasterCaversWorld 14.72 days 353.28 hours 103 sessions (3.43 hours/session)
InfiniteCaves (recreation) 14.70 days 352.80 hours 116 sessions (3.04 hours/session)
World1v2 8.57 days 205.68 hours 73 sessions (2.82 hours/session)
TripleHeightTerrain 8.25 days 198.00 hours 53 sessions (3.74 hours/session)
World1v3 7.27 days 174.48 hours 59 sessions (3.08 hours/session)
TMCWv2 5.62 days 134.88 hours 52 sessions (2.59 hours/session)
Total 240.60 days 5774.40 hours 1685 sessions (3.43 hours/session)
Here are various renderings of the world, as well as a comparison to all of my worlds:
Surface (MCMap; all of these can be clicked on to view full-size); aside from the underground, I found 6 villages in this world, tying it with TMCWv4 for the second-most I've found in a world (World1 has 12 villages; there is also part of a 7th village partially generated near the bottom-center; as well as a desert temple (mostly buried; another temple can be seen near the center on the right side):
Caves (MCMap):
Caves (Unmined); the underground is essentially vanilla aside from having twice as many caves (actually, about 1.75 times more, with a further increase in volume due to the lower layers having more air):
Surface at night (Minutor); I did not light up or wall in the villages that I found since I'd set the time to permanent day to make mobs have to spawn underground (zombies still get to them from nearby cave openings or during thunderstorms; none were noticeably harmed though). The lack of light in the desert is due to cave entrances not generating in them (changed for caves in vanilla in 1.8, and ravines in 1.13; I added this to TMCW before 1.8 but left caves vanilla aside from underwater sand patches generating sandstone over air so they don't cave in):
Layer 14 (Minutor), near the layer of peak cave density; you can also see where I was last exploring, the area near the upper-right which is less lit-up:
Surface and underground renderings of all of my worlds; World1 is still larger than all of the others combined:
Also, this is a comparison of the underground air volume in many of my mods, as well as vanilla 1.6.4 and 1.7+ (the differences here are mainly due to changes in the size and frequency of cave systems, not overall volume), and the upcoming TMCWv5, which is close to double the 1.6.4 cave generation, though due to larger more voluminous caves and ravines, not more individual caves (there are actually less due to being displaced by other caves):
This is for TMCWv5, including mineshafts (all parts were counted as air, not just actual air blocks), which further increases the underground volume. Note that the density of caves peaks around layer 12, while ravines and mineshafts peak higher up (mineshafts have the same altitude distribution as vanilla, where they are about 66.6% more common in 1.6.4 and 66.6% as common in 1.7+; the fewer mineshafts in TMCW compared to 1.6.4 is due to denser cave systems and larger caves preventing them from generating):
Also, the data for these was obtained with a program I made, not from an actual world; TMCWv4 included a "CaveFinder" utility which prints out a list of the locations of various types of caves, which I've since extended for TMCWv5 to generate maps without having to run the game or render a world with Unmined, which also makes it far faster (it does not include biome-specific caves or account for terrain though):
A 1:1 scale rendering (50% of original size) of a 3072x3072 block area centered around 0,0 of the seed "12345"; green areas have air at sea level (y=62) and are potentially exposed:
A 2:1 rendering (full size) of an 800x800 block area including the giant cave region furthest to the east above near the top-left, with a network cave region near the lower-right and a giant cave near the top-right:
The same area, but with the altitude limited to y=13 (equivalent to y=20 in vanilla, a good layer to find denser cave systems):
This was the largest cave found within 8192 blocks of the origin (1 million chunks), with a volume of 680,000 air blocks; compared to TMCWv4 the maximum size of caves and ravines is considerably larger. To put the size of this cave into perspective, it is equivalent to all the caves and ravines in about 970 chunks in 1.6.4 and 1160 chunks in 1.7+ (the area shown is 384x384 blocks or 24x24 chunks, so the single large cave has twice the average volume of a 1.7+ world over the whole area. Even then, a giant cave region is even larger, averaging about 1.25 million air blocks):
The largest ravine, with a volume of 516,000; I didn't check in an actual world but it probably does go from the surface all the way down to lava level:
The largest circular room, with a volume of 84,000; these are relatively small compared to other caves, in part because they are much less varied in shape (circular rooms are a single semi-spherical cave segment with half the usual width-height ratio. I haven't added them yet but a discussion in this thread game me the idea to add variants based on generating ravines or other caves in a 360 degree pattern):
The largest mineshaft, with 408 structure pieces (a 1-4 support long section of corridor, crossing, staircase, or the central room), which makes it about 40 times larger than the smallest mineshafts and 4 times larger than average (a very small mineshaft can be seen in the upper-right corner of the previous image. Vanilla can rarely generate mineshafts with only the central room, but I fixed that a long time ago):
I completed my play through of the Stone Block pack (or rather, I stopped playing Minecraft for a while because another of my favorite games, Factorio, got updated), and started a play through of the Direwolf20 1.12.2 modpack. I disabled a few mods from the pack, such as Psi and PneumaticCraft Repressurized, and added a few mods I liked from Stone Block, such as Project E, Cyclic, Torch Master and Tiny Progressions. I also added Ore Excavation, Expanded Equivalence, Bibliocraft and Pipe Master 2000 (allows you to see pipes/conduits etc. inside your walls.)
When I last left off with Stone Block, I had completed most of the major quests, with a few chapters, such as Start of Stone Block and Mystical Agriculture, completed, and others mostly completed. I had made the Transmutation Tablet from Project E, made the full set of Infinity Armor from Avaritia, made the Sword of the Cosmos, the Longbow of the Heavens, and the World Breaker pickaxe. The sword does infinity damage (more or less), and will one shot any boss in the game, even both Gaia Guardians (v1 & v2 - v2 is more difficult to fight) from Botania and the Chaos Guardian from Draconic Evolution. The bow does not consume arrows (but one needs to be in the inventory for it to work), does 20 damage per arrow, and if the first arrow misses, it auto fires a barrage of 10 more arrows in the direction of the target. The pickaxe mines anything, including bedrock and has Fortune X on it. All of the tools, weapons and armor have infinite durability.
I had also started exploring RF Tools dimensions, including one that was a city world. This had buildings with monster spawners and loot chests among other things. It was also quite laggy at times.
Anyway, on to my current play through. I had spawned on very large island with spruce trees. After a bit of exploring around, a made a boat and went east to a plains biome which had a village in it. I had progressed pretty far and had around 45 diamonds, made a Smeltery and done a few other things such as make a Bee Smoker and Scoop and then mine all the nearby beehives (you need the smoker when breaking wild hives; if you do so without using it, the bees will sting you a lot.) Then I changed some of the mods, disabling Pneumatic Craft and enabling Tiny Progressions. That caused block IDs to change, and blocks with those ID placed in the world got changed, effectively corrupting it. I decided to start over and had the same world re-created. I have now found my way back to the plains biome and have set up base in a small cave near the village. I am playing on Peaceful difficulty right now until I get a permanent base established and get the villagers protected from mobs (a Mega Torch or two from Torch Master should do the trick). I will also light up the area using Feral Flare Lanterns. These function similar to the Arcane Lamps from Thaumcraft or the Wrath Lamps from Factorization (the latter seemed to inhibit tree growth when I last used them in 1.4.7). The lanterns are going to be used to light up the entire base once I get it built.
There's a lava lake not far from where my base is, as well as a Sky Stone meteorite from AE2. That is going to have to wait until I can mine obsidian.
I decided I was too tired to run into my base filling barrels with logs and saplings every time I chopped a tree, so I decided to place a chest for that by my wood farm. For some reason, so far I only have mutton in it. I'm finally starting on a proper mineshaft, and I'm questioning if I even needed a dock in the first place. It's very out-of-place, and I keep jumping off the cliff and swimming back and forth, anyways.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I've now progressed further in this pack than I did with the previous save. I have gotten around 45 diamonds, have unlocked both the inventory crafting table and extended inventory from Cyclic, went to the Nether and spawned in a Fortress (only the 3rd time since starting to play Minecraft has this happened), got a Philosopher's Stone and Transmutation Table from Project E, taught it most of the things I have that have EMC, except Forestry saplings, which have NBT data, and caused the game to crash when I played it in 1.7.10 and pulled sapling out of the table.
I have also upgraded my pickaxe to EnderIO Dark Steel, which has a mining level of Cobalt. I have since mined a bit of it and Ardite, made Manyullyn, and taught those to the table.
I am reaching a point where I am running out of space for all the items I've picked up; all 5 of the Small Storage Crates I have picked up are full or nearly full. I think it is time to clear out land for a base. I want to include the nearby village in the base walls, so Zombies cannot get to them. A few Mega Torches should stop all natural mob spawns in the area.
I plan on making the inside area of the base at least 80x80, possibly larger.
A screen shot of what I currently have set up. The blue green portal to the left of the Nether Portal goes to Aroma1997's Mining Dimension. Getting there was easier than in Stone Block, but it just has the normal vanilla & modded ores in it - the Stone Block version had the ore generation tweaked to give Emeralds.
Cleared out an ocean monument, still have the basement and surrounding ocean full of guardians.
I'll clear out the basement when I get around to it, don't know if I'll bother clearing the surrounding water, I might just build a safe route in the the monument though it might look nice with a grassy bowl surrounding a monument with all the water removed.
Gathered enough prismarine to set up 4 conduits around my island for uninterrupted drowned hunting.
Cleared out enough caves to supercharge the drowned spawning.
Lured 2 zombie villagers back to my island base and have them locked up and nametagged waiting to be cured once I decide where to put them.
A butcher and a nitwit I believe so I'll probably have to get them to breed before getting any interesting trades.
I might turn the ocean monument into a villager center.
Guardians can only spawn within the 58x58 area of the monument from floor level up to sea level. Any outside or below that swam there. If you move more than 128 blocks away they will all despawn. If you wall off the area below the monument no more guardians will spawn there. They will still spawn above the monument if you haven't cleared out that water yet.
Guardian spawning will fail 95% of the time in water that is exposed to sky, so you can control spawning to some degree by making a covered water filled area for them to spawn in (perhaps a fish tank inside your cleared monument). That should reduce spawns outside the monument and make it easier to clear the water (if you want to).
Note that Conduits emit light (unless you completely cover them), and Drowned only spawn in water with a light level of 7 or less.
I have butterflies spawning around my base, thanks to the Forestry trees I've planted. I planted a Hill Cherry, Teak and a Padauk tree in the area. This is in addition to the existing Sugar Maple tree. I now have 22 butterflies, including duplicates. I've been keeping all the Forestry related blocks and items in a chest. This started out as an iron one, then gold, and now a diamond chest. Eventually the 108 slots of a diamond chest won't be enough, and I will need to put everything into a medium or large Storage Crates. But by then hopefully I should have an AE2 or Refined Storage system going.
I'm also sorting through several small and medium Storage Crates where the rest of my things are. I'm doing so in preparation for moving out of the small cave I'm currently in and into a more permanent base.
Much like I have done with previous bases, this one is going to be underground. The Destruction Catalyst from Project E, which can clear out a 3x3 area up to 16 blocks deep (depending on its charge setting) will speed the process of clearing out rooms. For lighting, Feral Flare Lanterns from Torch Master will do. I plan on using those to light up the surface area as well, not necessarily to prevent mob spawning (a couple Mega Torches will do this), but for general lighting.
Speaking of butterflies, I just caught another one, an Orange Tip. Later I am going to have to build the Escritoire, a research table for butterfly genetics.
Edit: the butterflies in my base area are breeding. I spotted this on the underside of a Hill Cherry tree:
It's a cocoon for a Painted Lady butterfly, one of which I caught shortly afterward. At the rate it is going, I am going to need more storage for the butterflies - they've just about filled an entire diamond chest.
After days of not thinking about the lower areas of my base, I finally came up with a good design. It took a lot of cobblestone, so I went on a mining trip in my newly-made mineshaft. I gathered some diamonds along with enough cobble to build my lower base. While I was mining I found an interesting-looking cave.
Given, my world is a Jungle Buffet, but I still thought it was interesting to see that many lava rows by each other.
I'm aiming to make it seem like the wood area of my base is sitting inside a cobblestone base, as such.
And after what felt like an hour of drying everything with a sponge, I ended up with a nice-looking interior.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Ive dug out 7 out of 9 (possibly more) rooms in my base. These are 18x18x6, which are 1 block higher than the rooms I dug out in Stone Block.
So far, I have not done anything with the rooms - I plan on going back and changing the walls, floor and ceiling to some type of chiseled marble. While the Marble from the Chisel mod has EMC, the Astral Sorcery Marble does.
As for the butterflies, I've caught a few more since last time. The reason they are filling up the diamond chest is because even though some may be of the same species, their genetic information is not and they do not stack. Most of the Forestry ones are like this; I have several of the Binnie's ones, and some of those stack.
Update: Decided to do just a little more before bed and nearly broke a pick trying to get the last little bit (down to 28 durability!). Had to go to the armory and see if I had another Efficency V pick, just to finish the last tiny bit. Luckily, I did! Mending, even!
The end result of tonight's terraforming:
Wore out four Unbreaking III diamond picks and one shovel:
Filled all these up, ready to shulker down to storage beneath my castle:
Yes, very annoying. I run into them everywhere. Trades are not very exciting either and they take to long to go away.
Here's what I have been working on lately:
Castle/base with mini farms and sort/smelt/store system over my branch mine. Trying to make it look semi realistic while hiding all the redstone.
Scaled down Union Station to cover a railcart junction with rail lines to other towns/bases. Station is loosely based on KC Union Station. Rail jct by David Trettel from his video series on the tube.
Lighthouse to guide travelers into future dockyard. Actually done a little while ago, but mine just the same.
It's been rainy outside, so I've played a fair amount of Minecraft over the last few days.
A few days ago, I found an epic ravine and abandoned mineshaft system not far south of my eastern outpost. Couldn't manage to get any good pictures to show how awesome it is. Basically, it was five or six ravines, a couple of them lava-bottomed, and the mineshaft connected all of them. I did take a picture of my haul, though!
While I was caving, though, I just about missed this sneaky emerald block:
My haul:
Not too shabby for me! I don't collect everything I find and almost never take redstone. I already stored the coal I took as well. I started mining diamonds and emeralds with Silk Touch a while ago. Mending debased diamonds and I don't really use emeralds either. After I side-grade to 1.14.x once OptiFine is released, emeralds will gain a little value again, I believe.
I have been working on my gold farm recently, but I forgot that fact when I stepped through the gateway in my End portal room:
Thankfully, I was able to port back out by just standing there terrified as I'm hungry and wearing elytra.
I later return with a few splash potions of healing, which I tossed. They didn't take kindly, and one with a flame sword let me have it. Luckily, I chugged a fire resistance potion before stepping inside, thinking it was probably frivolous, but you never know in the Nether.
Then, a creeper exploded, though I couldn't tell what direction the blast was from me. It was wild, like a mosh pit. I could barely even see what was happening. I wasn't in there but maybe for three seconds before I made it through the door—on fire and down to four hearts:
For some reason, their bloodlust subsided, but not before an enderman attacked me from the far shadows:
I returned to find the portal extinguished, a large crack in the floor and hole in the wall:
Tonight, I resumed work on the zombie flesh farm chamber. I don't see many chicken jockeys in 1.12.2, so I noticed this leather-clad one when he appeared from the spawner (alone, I think!):
I made one of the walkways that will run horizontally across this chamber. Like I say, I expect that there will be several massive pillars and/or supports all around.
Inspired by a number of posts on Reddit, I think I'll try one of those stained glass floors where it gets progressively darker as it descends, making it look like colored water or thick mist.
Thanks for reading!
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
These last 3 - 4 days I've been moving the villagers from my trading hall in my 8 & 1/2 year old world in preparation for 1.14. Spent a couple of hours continuing it this morning using a mix of rails and water flow to move them 48 - 50 blocks away minimum. (In the chunk error space below the iron farm underground, a warm and wet lit open area as a holding area).
There has been blood, sweat and almost a few tears (of anger on my part) to move them all. The trading hall immediately near my home is now empty and eerily quiet as I optimize the world...
A last walk through the tunnel with shaders, just as the sun is going down ironically..
I wasn't going to upgrade until all the villagers were moved, and this morning I got real itchy feet to get into 1.14 and wanted to move them all as much as possible as quickly as possible. I sectioned parts of the hall off with dirt and occasionally opened a space and pushed them through until they were all behind the glassed area where the long tunnel is. (Used to get the other villagers to the iron farm co-incidentally way back when.)
As I post this it's just finished optimizing.
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
Why did you move them?
Will they all lose their trades?
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
That's what I was afraid of, although it seems my mending librarian in completely fine. (Not that I need mending any more unless I lose an item through death like my decent bow recently.) Also - mainly because I watched a video for a 1.14 trading hall where this dude moved them 40 - 50 blocks and moved them back individually, tying them to specific workstations when returning them.
I'm also being selective about which ones return and cherry-picking them.
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
In 1.14 I wouldn't have thought that moving them 50 blocks would be enough, unless they were moved in 1.13
48 blocks away seems to be the most quoted distance for claiming a jobsite with the required distance for giving it up is much greater.
In 1.14.1 they seem to need to be able to path to the jobsite in order to claim it and they give it up if you block all paths.
It may be that they don't release their claim until they try to use it.
Just testing.
In the tutorial I watched you're right - it was a case of moving them 48 blocks in 1.13 before updating to 1.14. I just didn't want to take any chances - you know what it's like - mixed information, snapshots (Which I didn't try in, waited for the 1.14,2 release), uncertainty. All that good stuff.
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
I just read the sad news of this forum archiving itself on June 19th. I've had tons of great moments on here, and I'd hate to see it go. I don't have interest in Reddit at the moment, so I'm most likely going to hang around the official Discord instead.
Ironically, I haven't spent all that much time playing Minecraft since my last update (I blame Orokin Derelict farming). I added a bunch of recipes to give me items you can't get in eternal jungles. You get sand by putting quartz blocks through a stonecutter, so I need quartz for my base. For that I need a portal, meaning I need a mineshaft. I have a good spot picked out, and I only built a dock to move over to it.
It may look simple, but it killed me to keep the boat from sinking.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
20 chunk render distance; it still easily runs with only 512 MB allocated, an impossibility with newer versions (the launcher now allocates 2 GB by default on 64 bit; the last and only time I ran 1.13 it had around 70 FPS and 15 ms server tick time and allocated about 600 MB on 8 chunk render distance):
This is an older screenshot that I took while messing around, taken while underground with render distance set to 8 chunks; I still play with render distance set to 8 chunks out of preference while playing (among other things, in-game maps only update a 128 block radius) but use Vsync. You can also see that I've since rearranged the information like coordinates and light levels ("rl" is completely necessary since it is just the maximum of block and sky light, the stuff like "ws" ("walk speed") is also of little use. "lc" (highest loaded chunk section) was replaced with "top block", the highest block in the column (shown here as "fl"), which is also used by mob spawning in vanilla since 1.8):
In addition, these show some of my latest additions to improve the quality of the game - smooth lighting for water, which is currently exclusive to Bedrock, as well as some other blocks which don't have it, at least in 1.6.4, such as rails:
Ladders can also be placed on glass, and render the back side (they are invisible in vanilla 1.6.4; since adding this I realized just how big of a change it is since I can now see ladders from around a corner, or on a wall from above):
I also increased the biome blend radius from 3x3 to 5x5, yet it is still faster to calculate than vanilla (one thing I did was only allow the client to read the biome directly from loaded chunks, defaulting to ocean in empty chunks, which simplified the process of reading it. This also completely fixes conflicts between the client and server threads accessing the biome generator at the same time (I previously added a workaround) since in singleplayer they use a common cache; the same thing is also why mobs glitch through blocks like fences, which I've also fixed by ensuring that the bounding box calculations do not use the shared fields):
As far as my "InfiniteCaves" world goes, I probably won't spend much more time on it before I finish updating TMCW, after which I'll start a new world in it (though where I'll journal my progress remains in question; the only other place I've been active is Reddit, which is completely unsuitable for a long-running survival journal). Here is what I've done so far; it nearly surpassed "TheMasterCaversWorld" (the first world with TMCW) as my fourth-longest played world, and in terms of caving it ranks third after "World1" and "TMCWv4"; unlike those worlds the entire time I spent on this world was spent caving (this also applies to World1v2 and TripleHeightTerrain, for which I copied a base over from an earlier world, and in all cases I never went to fight the Ender Dragon or get all achievements):
In terms of caving, I mined a total of 354,771 ore, as well as 18,454 rails (about 67 mineshafts; I did not count them), 9,663 moss stone (about 200 dungeons), 8,002 cobwebs (from around cave spider spawners, I haven't measured the average for each one), and 424 mob spawners (about half cave spider, the rest dungeons). A total of 457,111 resources were collected (measured by crafted mineral blocks and the aforementioned other items), plus loot from chests and mobs (diamond horse armor, name tags, enchanted books (with enchantments I use), golden apples, music discs from creepers, several dropped diamond tools (added to zombies in my mod; I also saw one mob, a skeleton, in diamond armor, which was at the vanilla rarity aside from inhabited time starting at 50% of its maximum).
Redstone and diamond were more common than in other worlds due to the lava level in caves being lowered from y=11 to y=2 (the original world was pregenerated with MCEdit and a mod that let you increase cave density, with lava removed and the upper layers of bedrock replaced with stone) without any changes to ores; I still mined about 26 times more iron than diamond (for comparison, branch-mining yields about 6 times more iron than diamond while the ratio in my first world is about 46:1), and about 27 per play session and 9 per hour.
Here are the playtime statistics for most of my worlds (the ones I still have):
Here are various renderings of the world, as well as a comparison to all of my worlds:
Caves (MCMap):
Caves (Unmined); the underground is essentially vanilla aside from having twice as many caves (actually, about 1.75 times more, with a further increase in volume due to the lower layers having more air):
Surface at night (Minutor); I did not light up or wall in the villages that I found since I'd set the time to permanent day to make mobs have to spawn underground (zombies still get to them from nearby cave openings or during thunderstorms; none were noticeably harmed though). The lack of light in the desert is due to cave entrances not generating in them (changed for caves in vanilla in 1.8, and ravines in 1.13; I added this to TMCW before 1.8 but left caves vanilla aside from underwater sand patches generating sandstone over air so they don't cave in):
Layer 14 (Minutor), near the layer of peak cave density; you can also see where I was last exploring, the area near the upper-right which is less lit-up:
Surface and underground renderings of all of my worlds; World1 is still larger than all of the others combined:
Also, this is a comparison of the underground air volume in many of my mods, as well as vanilla 1.6.4 and 1.7+ (the differences here are mainly due to changes in the size and frequency of cave systems, not overall volume), and the upcoming TMCWv5, which is close to double the 1.6.4 cave generation, though due to larger more voluminous caves and ravines, not more individual caves (there are actually less due to being displaced by other caves):
This is for TMCWv5, including mineshafts (all parts were counted as air, not just actual air blocks), which further increases the underground volume. Note that the density of caves peaks around layer 12, while ravines and mineshafts peak higher up (mineshafts have the same altitude distribution as vanilla, where they are about 66.6% more common in 1.6.4 and 66.6% as common in 1.7+; the fewer mineshafts in TMCW compared to 1.6.4 is due to denser cave systems and larger caves preventing them from generating):
Also, the data for these was obtained with a program I made, not from an actual world; TMCWv4 included a "CaveFinder" utility which prints out a list of the locations of various types of caves, which I've since extended for TMCWv5 to generate maps without having to run the game or render a world with Unmined, which also makes it far faster (it does not include biome-specific caves or account for terrain though):
A 2:1 rendering (full size) of an 800x800 block area including the giant cave region furthest to the east above near the top-left, with a network cave region near the lower-right and a giant cave near the top-right:
The same area, but with the altitude limited to y=13 (equivalent to y=20 in vanilla, a good layer to find denser cave systems):
This was the largest cave found within 8192 blocks of the origin (1 million chunks), with a volume of 680,000 air blocks; compared to TMCWv4 the maximum size of caves and ravines is considerably larger. To put the size of this cave into perspective, it is equivalent to all the caves and ravines in about 970 chunks in 1.6.4 and 1160 chunks in 1.7+ (the area shown is 384x384 blocks or 24x24 chunks, so the single large cave has twice the average volume of a 1.7+ world over the whole area. Even then, a giant cave region is even larger, averaging about 1.25 million air blocks):
The largest ravine, with a volume of 516,000; I didn't check in an actual world but it probably does go from the surface all the way down to lava level:
The largest circular room, with a volume of 84,000; these are relatively small compared to other caves, in part because they are much less varied in shape (circular rooms are a single semi-spherical cave segment with half the usual width-height ratio. I haven't added them yet but a discussion in this thread game me the idea to add variants based on generating ravines or other caves in a 360 degree pattern):
The largest mineshaft, with 408 structure pieces (a 1-4 support long section of corridor, crossing, staircase, or the central room), which makes it about 40 times larger than the smallest mineshafts and 4 times larger than average (a very small mineshaft can be seen in the upper-right corner of the previous image. Vanilla can rarely generate mineshafts with only the central room, but I fixed that a long time ago):
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 completed my play through of the Stone Block pack (or rather, I stopped playing Minecraft for a while because another of my favorite games, Factorio, got updated), and started a play through of the Direwolf20 1.12.2 modpack. I disabled a few mods from the pack, such as Psi and PneumaticCraft Repressurized, and added a few mods I liked from Stone Block, such as Project E, Cyclic, Torch Master and Tiny Progressions. I also added Ore Excavation, Expanded Equivalence, Bibliocraft and Pipe Master 2000 (allows you to see pipes/conduits etc. inside your walls.)
When I last left off with Stone Block, I had completed most of the major quests, with a few chapters, such as Start of Stone Block and Mystical Agriculture, completed, and others mostly completed. I had made the Transmutation Tablet from Project E, made the full set of Infinity Armor from Avaritia, made the Sword of the Cosmos, the Longbow of the Heavens, and the World Breaker pickaxe. The sword does infinity damage (more or less), and will one shot any boss in the game, even both Gaia Guardians (v1 & v2 - v2 is more difficult to fight) from Botania and the Chaos Guardian from Draconic Evolution. The bow does not consume arrows (but one needs to be in the inventory for it to work), does 20 damage per arrow, and if the first arrow misses, it auto fires a barrage of 10 more arrows in the direction of the target. The pickaxe mines anything, including bedrock and has Fortune X on it. All of the tools, weapons and armor have infinite durability.
I had also started exploring RF Tools dimensions, including one that was a city world. This had buildings with monster spawners and loot chests among other things. It was also quite laggy at times.
Anyway, on to my current play through. I had spawned on very large island with spruce trees. After a bit of exploring around, a made a boat and went east to a plains biome which had a village in it. I had progressed pretty far and had around 45 diamonds, made a Smeltery and done a few other things such as make a Bee Smoker and Scoop and then mine all the nearby beehives (you need the smoker when breaking wild hives; if you do so without using it, the bees will sting you a lot.) Then I changed some of the mods, disabling Pneumatic Craft and enabling Tiny Progressions. That caused block IDs to change, and blocks with those ID placed in the world got changed, effectively corrupting it. I decided to start over and had the same world re-created. I have now found my way back to the plains biome and have set up base in a small cave near the village. I am playing on Peaceful difficulty right now until I get a permanent base established and get the villagers protected from mobs (a Mega Torch or two from Torch Master should do the trick). I will also light up the area using Feral Flare Lanterns. These function similar to the Arcane Lamps from Thaumcraft or the Wrath Lamps from Factorization (the latter seemed to inhibit tree growth when I last used them in 1.4.7). The lanterns are going to be used to light up the entire base once I get it built.
There's a lava lake not far from where my base is, as well as a Sky Stone meteorite from AE2. That is going to have to wait until I can mine obsidian.
I decided I was too tired to run into my base filling barrels with logs and saplings every time I chopped a tree, so I decided to place a chest for that by my wood farm. For some reason, so far I only have mutton in it. I'm finally starting on a proper mineshaft, and I'm questioning if I even needed a dock in the first place. It's very out-of-place, and I keep jumping off the cliff and swimming back and forth, anyways.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I've now progressed further in this pack than I did with the previous save. I have gotten around 45 diamonds, have unlocked both the inventory crafting table and extended inventory from Cyclic, went to the Nether and spawned in a Fortress (only the 3rd time since starting to play Minecraft has this happened), got a Philosopher's Stone and Transmutation Table from Project E, taught it most of the things I have that have EMC, except Forestry saplings, which have NBT data, and caused the game to crash when I played it in 1.7.10 and pulled sapling out of the table.
I have also upgraded my pickaxe to EnderIO Dark Steel, which has a mining level of Cobalt. I have since mined a bit of it and Ardite, made Manyullyn, and taught those to the table.
I am reaching a point where I am running out of space for all the items I've picked up; all 5 of the Small Storage Crates I have picked up are full or nearly full. I think it is time to clear out land for a base. I want to include the nearby village in the base walls, so Zombies cannot get to them. A few Mega Torches should stop all natural mob spawns in the area.
I plan on making the inside area of the base at least 80x80, possibly larger.
A screen shot of what I currently have set up. The blue green portal to the left of the Nether Portal goes to Aroma1997's Mining Dimension. Getting there was easier than in Stone Block, but it just has the normal vanilla & modded ores in it - the Stone Block version had the ore generation tweaked to give Emeralds.
Got a librarian to 1 emerald and a book for a mending book
Cleared out an ocean monument, still have the basement and surrounding ocean full of guardians.
I'll clear out the basement when I get around to it, don't know if I'll bother clearing the surrounding water, I might just build a safe route in the the monument though it might look nice with a grassy bowl surrounding a monument with all the water removed.
Gathered enough prismarine to set up 4 conduits around my island for uninterrupted drowned hunting.
Cleared out enough caves to supercharge the drowned spawning.
Lured 2 zombie villagers back to my island base and have them locked up and nametagged waiting to be cured once I decide where to put them.
A butcher and a nitwit I believe so I'll probably have to get them to breed before getting any interesting trades.
I might turn the ocean monument into a villager center.
Just testing.
Guardians can only spawn within the 58x58 area of the monument from floor level up to sea level. Any outside or below that swam there. If you move more than 128 blocks away they will all despawn. If you wall off the area below the monument no more guardians will spawn there. They will still spawn above the monument if you haven't cleared out that water yet.
Guardian spawning will fail 95% of the time in water that is exposed to sky, so you can control spawning to some degree by making a covered water filled area for them to spawn in (perhaps a fish tank inside your cleared monument). That should reduce spawns outside the monument and make it easier to clear the water (if you want to).
Note that Conduits emit light (unless you completely cover them), and Drowned only spawn in water with a light level of 7 or less.
I have butterflies spawning around my base, thanks to the Forestry trees I've planted. I planted a Hill Cherry, Teak and a Padauk tree in the area. This is in addition to the existing Sugar Maple tree. I now have 22 butterflies, including duplicates. I've been keeping all the Forestry related blocks and items in a chest. This started out as an iron one, then gold, and now a diamond chest. Eventually the 108 slots of a diamond chest won't be enough, and I will need to put everything into a medium or large Storage Crates. But by then hopefully I should have an AE2 or Refined Storage system going.
I'm also sorting through several small and medium Storage Crates where the rest of my things are. I'm doing so in preparation for moving out of the small cave I'm currently in and into a more permanent base.
Much like I have done with previous bases, this one is going to be underground. The Destruction Catalyst from Project E, which can clear out a 3x3 area up to 16 blocks deep (depending on its charge setting) will speed the process of clearing out rooms. For lighting, Feral Flare Lanterns from Torch Master will do. I plan on using those to light up the surface area as well, not necessarily to prevent mob spawning (a couple Mega Torches will do this), but for general lighting.
Speaking of butterflies, I just caught another one, an Orange Tip. Later I am going to have to build the Escritoire, a research table for butterfly genetics.
Edit: the butterflies in my base area are breeding. I spotted this on the underside of a Hill Cherry tree:
It's a cocoon for a Painted Lady butterfly, one of which I caught shortly afterward. At the rate it is going, I am going to need more storage for the butterflies - they've just about filled an entire diamond chest.
After days of not thinking about the lower areas of my base, I finally came up with a good design. It took a lot of cobblestone, so I went on a mining trip in my newly-made mineshaft. I gathered some diamonds along with enough cobble to build my lower base. While I was mining I found an interesting-looking cave.
Given, my world is a Jungle Buffet, but I still thought it was interesting to see that many lava rows by each other.
I'm aiming to make it seem like the wood area of my base is sitting inside a cobblestone base, as such.
And after what felt like an hour of drying everything with a sponge, I ended up with a nice-looking interior.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Ive dug out 7 out of 9 (possibly more) rooms in my base. These are 18x18x6, which are 1 block higher than the rooms I dug out in Stone Block.
So far, I have not done anything with the rooms - I plan on going back and changing the walls, floor and ceiling to some type of chiseled marble. While the Marble from the Chisel mod has EMC, the Astral Sorcery Marble does.
As for the butterflies, I've caught a few more since last time. The reason they are filling up the diamond chest is because even though some may be of the same species, their genetic information is not and they do not stack. Most of the Forestry ones are like this; I have several of the Binnie's ones, and some of those stack.
I've been terraforming.
Update: Decided to do just a little more before bed and nearly broke a pick trying to get the last little bit (down to 28 durability!). Had to go to the armory and see if I had another Efficency V pick, just to finish the last tiny bit. Luckily, I did! Mending, even!
The end result of tonight's terraforming:
Wore out four Unbreaking III diamond picks and one shovel:
Filled all these up, ready to shulker down to storage beneath my castle:
One last look for the night:
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