I made a short video showing some of my hardcore world/village.
I described some of it in past posts over the last couple of weeks, but here's a rundown of it all in one place.
The village is named Azura after the color Azure, after the ice peak of the mountain top nearby.
The start shows one of the two paths leading into the village, and from the direction I initially found the village from (so spawn is, by my best guess, Southwest from the starting location if looking towards the village).
The animal stables with my horse, which I only recently got, and sheep, are first on the right. This is also the most recent thing I built.
The livestock yard is on the left. There's only cows there now (there also used to be pigs), and this is now basically decorative rather than for use now, given I have a trader supplying me with golden carrots for food.
Beyond the livestock yards is the main cave I use. There's an ancient city down there, some big caves, and my branch mines. Of note, I was branch mining earlier, and I found what I believe is my largest collective of diamonds I've ever found in one spot, at 17 (I figure this was two clusters as some of them were diagonal from the rest). These 17, together with one or two (I forget, but I think one) other cluster(s) gave me I believe 52 diamonds (Fortune III pickaxe, obviously). I then found another cluster of seven I believe, and left with a stack even. The funny thing was, I was down there purely for deep slate, and have no need for the diamonds. Also, panic mode set in when I started hearing a track I recognized as one I only ever heard in ancient cities. I looked it up and it's ancestry, which apparently plays in the deep dark biome, not end cities exclusively. Not surprising as I know I'm among some of those biomes, but an(other) ancient city wouldn't have surprised me, either. I also found a few new cave spots near some of my branches by following mob sounds, so I have new ones to explore near where I heard the music get cued to play. Anyway...
The first house on the right (down the path on the right) is a villager house. I want to make at least two, maybe three (or more) houses in the village. They need homes, not beds set up in the village square! The path continues to leave the village and show the other nearby village I mentioned at one point.
The other house is my home. I show my (relatively small) storage, personal items, and food collection. My enchanting library (now unused) and nether portal are here too.
The last building, off of the village square, is my trading hall. All of my gear enchants came from here, as does my (effectively) infinite supply of golden carrots and arrows, plus some others. My temporary sugarcane farm was recently taken down, but it supplies me with paper I trade to the librarians for either emeralds or experience (for mending repairs).
The last thing I show is the land I recently cleared. I was originally thinking of having it at a higher elevation for variety, but I ended up flattening it to the same level. Boring, I know. I still have more to clear but most is done. The village likely won't extend ALL the way to the edge, but close (far enough to hopefully keep them away from trouble). Mostly though, I want to put some sort of spot, like a gazebo or balcony, just outside the village and overlooking that cliff over the ocean at the end. My plan is to put a commemorative for when I defeat the dragon and put the egg there.
I also meant to show the remaining part of the original village that is in the down in the cave, but I forgot (near the end of the video, when I'm looking at the ice peaks, it's off to the right and down).
I'm still unsure if I'll merely continue working on the village more for now, and then only attempt the dragon after making the spot for it, or if I'll do it sooner. I feel (more than) prepared enough to attempt the dragon now, though. I recently went back and got more blaze rods (still no luck on wither skulls) from the nether so I have around a stack of ender eyes, which should be more than enough. My gear is about as good as it can get I think, backed with a near endless supply of arrows, I have ladders, water buckets, and ender pearls, so I feel set. Only thing I feel I could add is potions (any recommendations there?). I wonder how far (or close) the nearest stronghold is to me. I still have no idea of the coordinates of my area, but I figure I'm at least a few thousand blocks from spawn.
I decided to go after a dragon. It might sound mundane, but stopping my relatively safe village building felt like a heavy consideration when you realize it might be the last time you see your village. But I decided to do so both because I was going to soon(ish) anyway, and because I was already long ago as prepared as I can be. I figured I may as well try rather than (if much less likely) die while building the rest of my village before I even got the chance to try. I'd hate myself if I was prepared as long as I was, and died before even trying.
So let's go. Time to find out how close, or not close, I may be to a stronghold. The village square seems as good a spot to start as any.
Huh? Northwest? (I don't know coordinates, but the sun tells me where the cardinal directions are). Knowing spawn was Southwest (I think...) and that i was several thousand blocks from there, I was almost expecting it to go that way.
The good thing was, I explored this way a few times before and had a decent grasp of the area. Though, it took me much further than I thought. Eventually, I seemed to have found it.
Time to dig down. I wasn't expecting to go caving, but... I won't leave these either! It was just one, but that's more than none.
Unfortunately, I hit a snag. I dug down... and down... and down, even passed a couple of caves, and hit bedrock.
The eye then led me back up... somewhere around depth level 0 (which I know only because it was where stone transitioned to deepslate). I searched the web on an ender eye not leading anywhere, and found some results.
One possibility was if the version changed, the portal generation may have changed. I only went from 1.19 to 1.19.2, so I was hoping that was unlikely.
Another mentioned that in 1.18+, with the added depth and strongholds sometimes being below that, ender eyes might not properly lead to the right depth. Well, okay, but I dug down to bedrock...
I wasn't about to use external methods. I got this far without it. I was actually willing to give up and search for another stronghold if I had to. before that, time to dig around it I guess. I searched a few places, and finally lucked out... (turns out they always spawn offset like 4 blocks in but the eye always leads to the start of a chunk so it's never exact?)
One eye, which is NO problem for me. I decided to head home and prepare now. And I attempted a nether portal.
Hm, I... MIGHT know that nether fortress, but then again, I saw no signs it was the one I was at, so I decided not to chance it. I knew not where I was or what direction to go. I'll take the longer, but safer, overworld trip back.
The good news was, a river leads basically from my village to the stronghold, so I could come back by boat. And wow was the scenery beautiful.
I can't do pre-1.18 anymore, I can't...
Anyway, time to prepare. I actually went back to the nether to gather three more ancient debris. Why? For a helmet with Protection IV (my usual one has Blast Protection IV). I only had one fire resistance potion left and didn't want to make three more, so let's see how long this takes. I lucked out and found a pair of two, and then one of three. More than I needed, so that works.
I went back, made the helmet, appropriately named it as the helmet for the dragon fight, and used every inventory spot I could think of. Probably WAY overkill, but oh well...
This is it. This might be the last time I see the overworld in this world...
As I feared! Off the center island! At least it was within relatively safe ender pearl distance.
Now that I am here, I am only leaving one of two ways. By succeeding, or dying. And I wasn't planning to do the latter, not yet. Only later.
Let's get some friends.
I decided to use the old fashion method of using ladders to climb the towers. It worked well for me every time I did this in the past. Two (or three, I forget) had iron bars around them, and two or three were also relatively tall so I ended up climbing a few towers to get all the crystals.
After that, it was time to start the offensive. By now, I think all of the golems had perished. After getting the dragon halfway down, it wouldn't fly back down at one point (too far away from me?) and I looked toward the horizon and angered an enderman. Oh no. I... may have panicked... a little. It was pretty uneventful, but scary regardless.
What was funny was despite the golems being dead, the enderman too their place as my helpers. I am always amused by a group of enderman upset at, and chasing, the dragon. It might be hard to make out, but the two below where I am looking are chasing the dragon around.
I think the dragon was either killing them with the breath attack, or eventually they become passive again. Because it was just me and the dragon again now.
And then just me...
That's one big accomplishment down! As mundane as it is, I could die now and feel like I accomplished something. One of about five big goals down. That's why I did it before finishing the village.
I contemplated going straight for an end city for elytra (another big goal), but I headed back home for now. That, and finishing my village (yet another big goal), are my next immediate goals.
My two final ones are the wither, and that ancient city under my village.
Once I do those five things, I may consider myself in "post game" and consider the world beaten. I may even finish playing it at that point.
Summary overview: I proceeded in the end and accomplished an end city (partial) to get the elytra, and have returned to working on the village.
Fuller overview:
I feel so free, like a bird!
As mentioned above, I decided to not put it off and just finish my end objectives while I was recently there. On my way back, by boat now, I noticed these tend to "attach" to you and will, apparently (?), follow you to the ends of space.
These are starting to accumulate (yes, I left them on purpose). I made two trips without boats so that's five total, now. I was starting to think about putting the time into a nether network between them, but I realized I may not be back to the end after this often, if at all.
The second boat came when I went to build the platform for the end gateway. To clean up inventory, but also to get more materials (I counted too low), I had to make another trip, hence the third boat.
I accidentally angered another enderman constructing it. For some reason, I feel bad. Passive things equal friends to me, and I don't like hurting them, but this is hardcore, and it was my survival versus the enderman once it was no longer passive. Sorry, friend.
After construction and reurning to finish it, I tossed the pearl through, and waited. Nothing. Slight anxiety set in (haha!). Was I about to go through in the void? I tossed another, from another angle, and this time it went through.
Safe, safe land. Now let's see...
You're kidding me!? An end city RIGHT there? Okay, this makes up for the initial end spawn platform being out off the main island. Maybe... the question is, does it have a ship?
Yes! Yes, it does! This seed is aging well and becoming quite lucky for me.
Time to get my wings.
I didn't tackle the ENTIRE city, but enough to get through to the wings (if that was ALL I wanted, I could have cheesed it, but I wanted the experience, and to get some shulker shells). I didn't go out of my way to get them beyond that, but I got 15 shulker shells. That should be about good. If I want to rapidly expand that in the future, I won't mind returning later.
This meant I needed to get another pickaxe with silk touch after all, for minding an ender chest I carry with me (which i also needed to gather more obsidian for), because the shulker boxes go in my ender chest, and this will give me "field access" to much more things. Anyone who kept tabs will remember my earlier final trip to the nether left with me two spare ancient debris, so I only needed two more. I went back, and the first one(s) I found yielded exactly two.
Maybe this is my last time having to dig for ancient debris? I am sitting with 44k netherrack having been mined now, so hopefully.
I also readjusted my gear, somewhat. Namely, I made my "only-meant-for-the-dragon-fight" helmet an alternate one, which meant I had to enchant it more... and my earlier Respiration III villager was missing (the Aqua Affinity one had been in the trade hall), so I had to get another. It didn't take long, at least.
I put my arrows, golden carrots, and ender pearls in shulker boxes. I also spent a bit of time making some potions, and crafting more torches.
Surviving? No, thriving!
So now I'm back to working on finishing my village. The only part I'm not FULLY thriving on is building materials, but as this isn't a world I'll build up TOO much, that's understandable that I never invested much in it yet. Oh, and rockets, i guess, as I don't make farms for stuff, so I'll have to set some nights aside to overcoming creepers for making more of those.
Here's my current rough plans. All subject to change, of course.
I need to finish clearing/leveling some of that, of course.
The Pink lines are planned paths. The dotted pink is a likely-but-not-sure path, but I'm leaning more towards yes. If put in, it would serve as another entry path, as right now the only two are near one/two directions to the bottom.
The Yellow boxes are replications of the center farm.
the Orange box will be the sugar can farm I need to put back up.
The Red boxes are likely spots for houses.
The Purple box is a going to be for a stonecutter (likely, two) and grindstone (will likely move the one in my house here) profession site. It'll basically be to replicate a log cutter building I have built in one of my other words.
The small Green boxes are large oak trees with flower beds/lamps, as can be seen elsewhere in the village. I like using large oaks as landscape beautification, and often put them on corners or along stretches of empty path.
The White box at the top will be the (likely) gazebo and site of the dragon egg.
The trees above approximately the Purple box are there for farming oak/dark oak wood purposes and won't remain there.
All of this isn't set in stone and subject to change, as it depends on how much space is available/left as I build in steps, and I want to have villager/bed/job site blocks somewhat balanced. But I decided to get an overhead look and that was how I have planned it roughly as of now.
I may or may not decide to go after the wither before finishing the village. I'll need to farm the three skulls before that, if so. But the end city below my village (how fitting?) will ONLY be done after that, and last. It just feels fitting to build my village fully before going after it. That is my ultimate end goal.
"Y-Yeah, they don't tell you these things when you sign up. But hey, first day should be a breeze. I'll chat with you tomorrow. Uh, check those threads, and remember to DM only if absolutely necessary. Gotta conserve power. Alright, good night."
I see this happen far too often, or worlds getting corrupted with no way to restore them - practically nobody ever gives a second thought to making backups, which leads to ones of my favorite sayings:
Schofield's Second Law of Computing states that data doesn't really exist unless you have at least two copies of it.
As an example, I have four copies of my first world; one in the .minecraft\saves folder, another in a separate folder for my personal "data", another on a USB drive, and another on Dropbox (this technically makes 5 copies as there is a copy in the local Dropbox folder and another on Dropbox's cloud servers), all with varying ages while I'm actively playing on it (currently they all the same as I haven't played on it recently). All my other personal data also has at least two copies, one active and the rest being backups, with several being kept back to a year or so (one might say I could do it more often and/or keep them longer, it is up to you how much you are willing to risk; in my experience user error is by far the biggest cause of data loss (e.g. if I make a major code refactor I make a copy of the files beforehand - sometimes I didn't and had to go back to a backup to revert it after it didn't work as planned).
That said, a world suddenly disappearing is most likely due to a corrupt level.dat file, most likely caused by the game not being quit properly, either a crash (game/system) power failure (you should have a UPS), or not using "save and quit to title" and "quit game" - never just quit by clicking on the "x" in the corner of the window (no idea about recent versions but vanilla 1.6.4 fails to save chunks if you close the game without pausing, my own modifications to fix other quitting issues do result in a proper save, but I'd still not trust it over the intended way); I've never had this happen myself after playing for nearly a decade (many thousands of sessions), except when the game crashed in the mod development environment, maybe happening 10% of the time when the server-side crashed (I don't think the client-side ever caused it).
You can first try copying "level.dat_old" over "level.dat" (renaming the file), which is a backup the game makes, apparently for this very situation, otherwise, you'll have to copy level.dat from a new world, ideally with the same seed and world type, otherwise spawn and newly generated chunks won't match, and either way you'll lose your inventory. Another concern is corrupt chunks, in particular, chunks becoming scrambled, which is a quite common issue in newer versions (I've never seen this happen in 1.6.4; whether MC-161823 is due to an actual bug or other changes made it more likely to happen after an improper shutdown is unknown), and is much harder to fix without a proper backup.
Also, I found an interesting bug report for 1.16+ (maybe earlier versions, back to some unknown version); it claims that level.dat can become corrupt if you quit immediately after placing or modifying the contents of a chest or other "container":
When an update is given to a tile entity ( adding items into a chest, placing a chest... etc). directly before saving and exiting a world, the level.dat file is deleted or lost (don't know). this now only loses any inventory and disappearing from the in-game world list. the way i temp fix it is to use a backup of the world and simply copy the level.dat and level.dat_old onto the non-backup world.
As a saying goes, data that exists once, doesn't exist (it's scratch data). Data that exists twice, exists once. Etc.
There's also the "3-2-1" rule. It specifies at least three copies should exist of data you care about, across at least two different types of storage medium, and that at least one should be in a different location than the rest. That one is probably overkill to follow for most things (where just having two or more copies, ideally "air gapped", is enough), but it's relatively safe against most realistic scenarios.
Given the category this in, I'm presuming this is the Java Edition on the PC?
I am presuming you mean the entire contents of the world folder are gone from the save directory, and not just that the world is no longer showing in the save game directory within Minecraft?
In any case, if it's a hardware issue, my thought is that it would likely be showing itself (if not already, then soon) as more than merely a one off for one thing, ESPECIALLY if it's the entire world folder that is "cleanly" missing, as opposed to the save directory still existing but being corrupt/unreadable by the game. The latter could more point to a hardware issue, especially if it continues with other things
I've never encountered a world (or save) spontaneously disappearing, not in this game nor in any. I've had a single chunk reset in my world sometime before 1.7, and I'm not quite sure what it was at the time but I simply paid it little mind as all I did was put a path through there. That's been the lone "data integrity issue", as I guess you'd call it, that I've experienced with this game in over a decade. But it definitely happens, and possibly more frequently than my experience would indicate. There's a thread for recovering saves that you might have luck with.
That said, a world suddenly disappearing is most likely due to a corrupt level.dat file, most likely caused by the game not being quit properly, either a crash (game/system) power failure (you should have a UPS), or not using "save and quit to title" and "quit game" - never just quit by clicking on the "x" in the corner of the window (no idea about recent versions but vanilla 1.6.4 fails to save chunks if you close the game without pausing).
While I can't speak directly to the question you're floating, as I don't know, my experience has been that I don't seem to lose progress whenever I lose power in recent years (in which I play versions more modern than 1.6 in recent years). The last time I recall losing progress in this game while losing power (it was only a few minutes of progress lost) would been back around 1.6.4 or earlier.
While I can't speak directly to the question you're floating, as I don't know, my experience has been that I don't seem to lose progress whenever I lose power in recent years (in which I play versions more modern than 1.6 in recent years). The last time I recall losing progress in this game while losing power (it was only a few minutes of progress lost) would been back around 1.6.4 or earlier.
This may be because newer versions are extremely aggressive about autosaving - they save (modified) chunks every 10 seconds, as opposed to every 45 seconds for older versions, and I think that even that is extreme overkill (I changed it to every 5 minutes, in any case chunks which are unloaded are saved; likewise, pausing the game saves everything). This may also explain why chunk corruption is so much more common since the chance of the game being interrupted while it is saving is much greater, although the oldest report dates back to 1.8 and it wasn't until 1.18 that the extremely aggressive autosaving was implemented (in fact, at one point it was literally saving a chunk every single tick if it had tile entities which update every tick).
Also, Optifine lets you change the autosave interval to as much as 30 minutes so this could explain why you lost more than 45 seconds of progress (though interestingly the 1.6.4 version of Optifine doesn't actually change it, and probably not since 1.3 split singleplayer into an internal server (likely an omission as Optifine can and does change server-side code, I have no idea if this was every fixed); the reason they added it was to fix the "lag spike of death", which plagued older versions due to being single-threaded and saving every 2-3 seconds).
IMO, you shouldn't be writing a program as if it could crash at any moment - I've played for thousands of hours without a single crash from any cause, and to be safe I'd never try resuming on a world after a crash without using a backup, even if nothing appeared to be wrong.
Also, it is not a question but a matter of fact that improperly shutting the game down corrupts worlds:
This is also one of the most common issues on the corrupted save recovery thread. Note that while the second issue has steps to reproduce it will not always happen and is likely highly dependent on the system (CPU and disk I/O speed) and exactly what and how much was being saved at the moment it was interrupted, as well as the exact nature of the interruption (power failure vs system crash vs JVM crash vs game crash, and client vs server side crash).
This may be because newer versions are extremely aggressive about autosaving - they save (modified) chunks every 10 seconds, as opposed to every 45 seconds for older versions, and I think that even that is extreme overkill (I changed it to every 5 minutes, in any case chunks which are unloaded are saved; likewise, pausing the game saves everything). This may also explain why chunk corruption is so much more common since the chance of the game being interrupted while it is saving is much greater, although the oldest report dates back to 1.8 and it wasn't until 1.18 that the extremely aggressive autosaving was implemented (in fact, at one point it was literally saving a chunk every single tick if it had tile entities which update every tick).
...
If this is true, it's a pretty dumb implementation. (Not that it would surprise me though) When writing data that needs to stay consistent and should overwrite another set, you should first write the new copy to new files, and once you have completed all the writing and saving of the new stuff, make the game point to the new files, and only after that, delete the old version.. And if you somehow manage to die while moving references to the X files, the game can detect that both new and old versions exist and finish the moving of references on init..
Nice progress there Princess.. Just wondered about a few things:
With your base being a village, what do you do with pillagers spawning that would give you Bad Omen? I know you can kill them with lava, but running up to them and digging them a whole sounds impractical.
Or do you actually just start raids and fight them in your base? Invokers in raids seems horrible in hardcore..
It looks like you lock up the villages with trades you want to keep.. You just keeping them in a minecart with a work block close? But it looks like you're also letting other villagers wonder around. Do you just allow iron golems to spawn and walk wherever they want in your base? I tend to not want them in my base to avoid hitting them accidentally while trying to do something else random.. Also, they mess with iron farm if they get too close to it..
Thank you! I've been looking forward to seeing your progress, especially since we started around similar times.
To answer the first one, pillager patrols won't spawn if you're within two chunks of a village. It's part of the reason (but not the only one) I wanted to have my home among a village.
The bigger reason though is that my primary enjoyment in playing is building, so building up locations (namely, village) is what I like to do. I probably could have achieved my goals long ago, but you notice my progress has been spent a lot of advancing the village. I don't often build "bases". I either tunnel into a mountain and have a network of tunnels connecting rooms, which is the closest I would come to that, or (more commonly since 1.14+) I make a house and a basement has my storage, which I compliment by creating village buildings to serve the roles of certain blocks (for example, I'll make a "forge" for holding a large amount of blast furnaces, make farms around the village, a library for enchanting, a "woodcutter" for the stonecutter/grindstone, etc). This does result in, sometimes, a LOT of time spent running around to do a queue of tasks, so it's not efficient in terms of neither space nor time as having everything crammed together, but making a "believable" village over a random base or with autofarms that play for you, is simply how I've always preferred to go at it.
Here's my stonecutter/grindstone building in my other world, that I will (likely not exactly?) try and replicate in my hardcore world.
I've only seen one pillager patrol since starting this world, and it was actually right outside my village as I was going back to it, and I simply avoided them. You can also kill them all but the captain (the banner carrying one), as that's how you get bad omen. I did, however, at one point go after that pillager outpost I mentioned (this is how I got the goat horn you may have seen in one of my pictures). I cleansed bad omen before returning home with a bucket of milk.
I do probably intend to attempt a raid at some point as one of my possible "post game" goals. I'd like to get some totems of undying. I'd probably use a separate village for this, though. the only somewhat annoying thing is some villages have nearby generation that results in them commonly spawning underground, and being (nearly) unable to proceed with the raid before it just ends on its own. I had this happen on my first raid when I brought my oldest world up to modern versions.
For the villager traders, the first thing I'll say is to reference this...
I largely followed that, but made some changes. I replaced the redstone repeaters with redstone torches, as this allows me to remove the lever after their trades are locked in at their lowest value, but otherwise I believe it copied that.
Here's some closer pictures of how I put it into effect in my world(s).
Getting the villager in can be tricky. I get them in with minecarts, and when breaking it, they tend to like try and move one block diagonally into the hallway in the back (for the eventual zombie to stay). If you outright block all three of those spots, they often come out of the minecart suffocating. So I can't tell if the trapdoor above is necessary or not now. I work around this by leaving the spot immediately behind the piston clear, as well as the two to either side, but then put (temporary) dirt in spots besides those to keep the villager where I went it. Break the stone above the spot behind the piston so the villager can get back on it (the trap door otherwise prevents the villager from leave that spot, and also prevents the zombie from getting up into that spot when they are lowered, but you as the player can get through). once the villager is there, replace the stone, and remove the temporary dirt. If I explained it poorly, let me know. I can make a video replicating what I do.
And yeah, I do let other villagers wander but I had to put a fence and gate in front of the trader hall again in my hardcore world. For whatever reason, the ones in those spots were sometimes unlinking, and one that wandered in would claim it. So my golden carrot farmer wasn't refreshing its trades! Also, the ones that are free see the zombies, panic, and may summon a golemn in the hall. it happened. The golem can't reach the zombie so it's fine, but it may be unwanted.
If this is true, it's a pretty dumb implementation. (Not that it would surprise me though) When writing data that needs to stay consistent and should overwrite another set, you should first write the new copy to new files, and once you have completed all the writing and saving of the new stuff, make the game point to the new files, and only after that, delete the old version.. And if you somehow manage to die while moving references to the X files, the game can detect that both new and old versions exist and finish the moving of references on init..
The game actually does do this for level.dat, player.dat (in singleplayer level.dat stores player data), and statistics (at least in 1.6.4, no idea about the 1.7+ statistics files, which are different) but not for region files, and for good reason; if the game were constantly making copies of 4-8+ MB files it would use an extreme amount of disk I/O (in the worst case 32 chunk render distance loads a 3x3 region area; in TMCW fully explored (by caving, not just generated) region files are about 8 MB for a total of 72 MB), at the least causing performance issues, and at worst reducing the lifetime of the drive, especially SSDs.
Indeed, these are why I increased the autosave interval to 5 minutes, and not only that, modified the way chunks are saved when unloaded (vanilla always saves chunks no matter what while I only save them if they need to, this does mean that inhabited time isn't properly saved but it is meaningless since I don't use it):
A comparison of how I changed the code; this is used to save chunks when they are unloaded, with autosaving calling a different method, which as noted does check if a chunk needs to be saved:
// Method is unloadQueuedChunks
// Vanilla
Chunk var3 = (Chunk)this.loadedChunkHashMap.getValueByKey(var2.longValue());
var3.onChunkUnload();
this.safeSaveChunk(var3);
// TMCW; note the call to Chunk.needsSaving(), vanilla only uses this for autosaved chunks
Chunk chunk = (Chunk)this.loadedChunkMap.getValueByKey(key.longValue());
chunk.onChunkUnload();
if (chunk.needsSaving(true)) this.safeSaveChunk(chunk);
This is an inhabited time map of my current modded world; note how grainy the pattern appears compared to my first world, shown below, since chunks aren't always being saved when unloaded:
This is for my first world, which still sues the vanilla chunk saving and shows much smoother graduations, consistent with inhabited time being properly updated (the game doesn't mark a chunk as modified when it updates inhabited time, but does when blocks or entities change. the reason why inhabited time is lower in some areas, especially to the north, is because it wasn't added until 1.6 and that area was mostly generated in 1.5, otherwise, the western parts of the world reflect a reduction in view distance from 10 to 8 as I modded the game so it tracked render distance (vanilla 1.6.4 is set to 10 regardless of render distance, Optifine also uses 10 unless you increase the render distance past 10), resulting in chunks being loaded for a shorter time as I explore the world):
Even then, this is not foolproof, as seen by the frequent corruption of level.dat - you simply can't ensure data integrity when the system itself goes down. and it is worse with how SSDs work, which could be a factor in the increased frequency of reports of corruption, given their increasing popularity (SSDs do not just write data and leave it there, they have to perform wear leveling in order to make the most use of limited write cycles and this includes moving data around; indeed, it appears to be quite common for even the entire drive to become corrupted after a power outage since its "metadata" became corrupt, whereas a mechanical drive only risks corruption fo data that is currently being written):
Here’s the surprising part: Of the 15 drives (10 different models, from five vendors), only one drive model, from one vendor, had no failures of any sort. One device failed completely (SSD #1), while one-third of SSD #3 became unusable due to metadata corruption. The other SSDs all exhibited various types of data corruption when they unexpectedly lost power, including the high-end enterprise SSDs with SLC NAND and supercapacitors. According to the research team, part of the problem is that virtually none of the devices actually behave as expected under fault conditions. While all the drives claim to use ECC RAM, for example, many exhibited single-bit errors of the kind of errors that ECC is meant to prevent. While one of the two included hard drives also developed errors, the HDDs are both far cheaper and showed no sign of the disastrous failures that characterized the SSDs.
Now, a game crash is a lot different and the fact that files are getting corrupted suggests an issue with the game and/or Java itself; I looked at how the game saves level.dat and it seems to do the right thing, saving level.dat as level.dat_new and renaming the original level.dat to level.dat_old (I'd have thought it just renamed level.dat to level.dat_old and created a new level.dat; one potential issue with this method is that while the game can read from level.dat_old if level.dat is corrupted it doesn't recognize level.dat_new so if a crash only leaves this file it won't recognize the world, and based on the sequence of events it seems like the root issue is a failure to properly commit changes to disk; I've seen no level.dat file of any kind after a world disappeared but I'd expect to see at least level.dat_new present (level.dat_old is absent for an instant before level.dat is renamed to it):
File newFile = new File(this.worldDirectory, "level.dat_new");
File oldFile = new File(this.worldDirectory, "level.dat_old");
File file = new File(this.worldDirectory, "level.dat");
CompressedStreamTools.writeCompressed(var4, new FileOutputStream(newFile));
if (oldFile.exists()) oldFile.delete();
file.renameTo(oldFile);
if (file.exists()) file.delete();
newFile.renameTo(file);
if (newFile.exists()) newFile.delete();
Maybe the game can be set to make a backup prior to a play session, which is all that should be needed as it is just a game, not some mission critical software where progress needs to be backed up to the last second. Also, newer versions do prompt to make a backup when upgrading to a newer version and have the capability to make backups (under the "edit" option, which brings up this menu which includes a "make backup" button); ultimately, it is your fault if you don't have a backup.
I largely followed that, but made some changes. I replaced the redstone repeaters with redstone torches, as this allows me to remove the lever after their trades are locked in at their lowest value, but otherwise I believe it copied that.
Here's some closer pictures of how I put it into effect in my world(s).
The concept of a trading hall is interesting to me, but if you can believe it, I have never built one in over ten years of playing! I wonder if it's because my pre-1.14 playstyle simply hasn't evolved in this sector (although, I can't recall how efficient that villager trading halls would have been prior to 1.14). Since my only experiences starting a new world never involved utilization of villages or villagers, I guess I never really thought twice about implementing a more organized system. Is this indeed the preferable method of obtaining such things as diamond tools/armor nowadays? I'm simply not so well in tune with the trading system save for a few specific villagers I keep for specific items (namely masons for block choices, a few librarians for some enchanted books, and farmers for emeralds).
I am also curious about the most efficient trading system. For example, sure you could trade sticks for emeralds and turn those into golden carrots, and that would probably be fast enough. But is that faster than trading pumpkins if you can farm pumpkins at a faster rate than sticks, assuming the yield is the same? This would make for an interesting experiment.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I've never considered the idea of a trading hall because why do you need a steady supply of whatever items they might give once you've gotten to the "end-game" (after you've made all your gear), unless you play in 1.8 or before 1.4 (1.8 is the only version since anvils were added that doesn't let you indefinitely repair the same item)? I make all my "caving gear" once during the early part of a world and never have to replace it, with very rare exceptions (I've accidentally broken an item every now and then, but rarely enough that enchanted books from dungeons and mineshafts easily compensate; in my first world I could remake all my gear many times over so even dying and losing everything is not an issue).
For the same reason I've never seen the point of an XP farm as I'd again only need it once; I get most of my XP from mining quartz in the Nether, which also doubles as a building material for my main base; afterwards, I get many times the XP I need to repair my gear from normal gameplay (I've averaged over 6500 XP per play session in my current world, for comparison, my most expensive item costs 48 levels to repair (the limit for my modded items is 49 instead of 39), which is 3012 XP; I average somewhat less XP in my first world, about 5400, but items are also much cheaper (38 levels or 1517 XP for the equivalent item, which also restores up to 1560 durability instead of 1171 so it is 2.64 times cheaper per use).
That said, in my first world I do trade for diamond items to repair my gear (I started doing this in late 2015 after I came across a villager selling diamond pickaxes) but I only have a couple villagers trapped in their houses, one for trading wheat for emeralds and the other emeralds for diamond gear (a single pre-1.8 blacksmith can offer everything), which can hardly be described as a trading hall (I do this as a side activity to caving and so all the diamonds I collect can be saved, not because I need to, given that I've crafted over 2000 blocks of diamond without using Fortune). In modded worlds I trade to get my equivalent of Mending and deconstruct my trading setup entirely after I'm done with it (I keep a few of the villagers, including the Mending villager, in a simple village I make in my base but don't trade with them).
The concept of a trading hall is interesting to me, but if you can believe it, I have never built one in over ten years of playing! I wonder if it's because my pre-1.14 playstyle simply hasn't evolved in this sector (although, I can't recall how efficient that villager trading halls would have been prior to 1.14). Since my only experiences starting a new world never involved utilization of villages or villagers, I guess I never really thought twice about implementing a more organized system. Is this indeed the preferable method of obtaining such things as diamond tools/armor nowadays? I'm simply not so well in tune with the trading system save for a few specific villagers I keep for specific items (namely masons for block choices, a few librarians for some enchanted books, and farmers for emeralds).
I am also curious about the most efficient trading system. For example, sure you could trade sticks for emeralds and turn those into golden carrots, and that would probably be fast enough. But is that faster than trading pumpkins if you can farm pumpkins at a faster rate than sticks, assuming the yield is the same? This would make for an interesting experiment.
You're asking the wrong person, as I don't know either, haha.
I actually can believe it. I've never done anything with farms. Not a single one. No iron farms, no mob farms, no gold farms, no auto sugar cane farms, nothing. Not a single one. This is the closest I've come to that (and I don't really consider it an auto farm, just something that is lopsided to the player's benefit once you reduce their trades to the lowest value), and I only did it recently in my second, 1.16 world. My older world was 1.10 and older, and while I think an older (1.8?) version did something with villager trades, and while they've existed since I think 1.3, I've never done anything with villager trades.
I don't use it for diamond gear. I mostly agree with the above reply; by time you get the thing up and the trades reduced (needs splash potions of weakness and golden apples), diamond gear probably shouldn't be a concern. There's a few exceptions, though.
The only important ones I get are librarians for select enchantments, and that's because I like to customize anything I might want on a moment's notice. That's why almost all of them are librarians. But farmers (golden carrots) and fletchers (so... many... arrows), and maybe a few others are a few "broken" ones in particular. Even late game, those two in particular in my mind are worth setting up. Every other food becomes worthless once you have that, and arrows are nice to be offered as they can be a pain without farms, but are too abundant. It offers 16 arrows per 1 emerald, and that might even be before reduction (?), and you can do up to 12 or 16 per trade before a restock is needed, so you come out with like two stacks and then some... from one trade of a dozen emeralds.
I've said it before, but it's a few trades in particular, and the ability to reduce their trades so much is the broken part. Villager trades (most, anyway, arrows might be the exception) are fine normally at the normal rates (I'd actually say borderline useless), but the way you have to reduce them almost requires both locking them up, and repeatedly spending valuable things (golden apples) on them, which means they have to be good to be worthwhile. I wish the ability to reduce the prices was limited to two or three times (I think it's five currently?) and it was percent-based rather than a flat reduction. Right now most things can be reduced to a 1 cost for all the offer, I think it'd be more balanced then if it capped at, say, 50% (paired with some trades being reduced in how many they offer, and again, looking at you arrows and golden carrots).
They're too broken in edge cases now, but were near worthless (in my subjective opinion) before 1.14.
I didn't do much in my world over the last few days. I did decide to try a few mods, mostly ones from Xisuma's video on the mods he uses. I also tried out a shader for the first time but it caused a lot of lag and made my underwater house look darker so I turned that off. I mostly did my dumb project of using lava to convert a 128x128 area of ocean into stone, and make a big hole after learning how to make a TNT duplicator. I'm just at that point in my world where I don't know what else to do.
Right now most things can be reduced to a 1 cost for all the offer, I think it'd be more balanced then if it capped at, say, 50% (paired with some trades being reduced in how many they offer, and again, looking at you arrows and golden carrots).
Oh wow, really? I didn't know this - so, if you continuously zombify and purify the same villager several times, the cost will continue to lessen until a flat single unit?? Yeah, I can see how that would be pretty overpowered. I knew that the cost was reduced after a single purification, but I never thought about doing it more than once, having assumed the single reduction was itself the sole reward. I'm guessing that mechanic was a 1.14 change.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
You can do it up to five times, I think? For many of them, just two or three times will reduce everything to a cost of 1. I had a few librarians that had a cost of 2 or 3, and after a forth time would reduce it to 1.
I'm not sure of the entire mechanics (seems a reduction of five per time is how it works) but yes, you can absolutely do it multiple times.
On my main world I've mainly been concentrating on the inside of my hotel at the Chunk Plaza Development after extending the hotel back slightly to fill up to the corner of the chunk error:
By doing this I have moved the second entrance to the apartmrents from the front of the building at the end to just round the corner, creating this nice little private entrance:
In each apartmernt this side of the hotel, the old stairway has become the new kitchen space, moving the stair case to the back of the hotel where I filled in that last chunk. In each room I've been laying out grey concrete for where the central kitchen counter will be and creating a concrete box in every room on the opposite side that is divided into two rooms - the bathroom and bedroom. Thus creating a bit of a hallway from the apartment door as you come in.
Yesterday I had 1 apartment done this side with six floors to go, by the end of my play time I had completed all six floors like this! I made so much grey concrete (And killed so many squids to do it) for the last one, that I started on the opposite side of the hotel where there is less room, but just the basic outlines:
I am thinking of digging an 16 x 8 insert into each wall however to set the kitchen back, maybe. I had already sone the show apartment a long time ago on the first floor so again has 6 floors to lay out these outlines. I also re-ordered the main stairwell as I wasn't happy with it.
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I made a short video showing some of my hardcore world/village.
I described some of it in past posts over the last couple of weeks, but here's a rundown of it all in one place.
The village is named Azura after the color Azure, after the ice peak of the mountain top nearby.
The start shows one of the two paths leading into the village, and from the direction I initially found the village from (so spawn is, by my best guess, Southwest from the starting location if looking towards the village).
The animal stables with my horse, which I only recently got, and sheep, are first on the right. This is also the most recent thing I built.
The livestock yard is on the left. There's only cows there now (there also used to be pigs), and this is now basically decorative rather than for use now, given I have a trader supplying me with golden carrots for food.
Beyond the livestock yards is the main cave I use. There's an ancient city down there, some big caves, and my branch mines. Of note, I was branch mining earlier, and I found what I believe is my largest collective of diamonds I've ever found in one spot, at 17 (I figure this was two clusters as some of them were diagonal from the rest). These 17, together with one or two (I forget, but I think one) other cluster(s) gave me I believe 52 diamonds (Fortune III pickaxe, obviously). I then found another cluster of seven I believe, and left with a stack even. The funny thing was, I was down there purely for deep slate, and have no need for the diamonds. Also, panic mode set in when I started hearing a track I recognized as one I only ever heard in ancient cities. I looked it up and it's ancestry, which apparently plays in the deep dark biome, not end cities exclusively. Not surprising as I know I'm among some of those biomes, but an(other) ancient city wouldn't have surprised me, either. I also found a few new cave spots near some of my branches by following mob sounds, so I have new ones to explore near where I heard the music get cued to play. Anyway...
The first house on the right (down the path on the right) is a villager house. I want to make at least two, maybe three (or more) houses in the village. They need homes, not beds set up in the village square! The path continues to leave the village and show the other nearby village I mentioned at one point.
The other house is my home. I show my (relatively small) storage, personal items, and food collection. My enchanting library (now unused) and nether portal are here too.
The last building, off of the village square, is my trading hall. All of my gear enchants came from here, as does my (effectively) infinite supply of golden carrots and arrows, plus some others. My temporary sugarcane farm was recently taken down, but it supplies me with paper I trade to the librarians for either emeralds or experience (for mending repairs).
The last thing I show is the land I recently cleared. I was originally thinking of having it at a higher elevation for variety, but I ended up flattening it to the same level. Boring, I know. I still have more to clear but most is done. The village likely won't extend ALL the way to the edge, but close (far enough to hopefully keep them away from trouble). Mostly though, I want to put some sort of spot, like a gazebo or balcony, just outside the village and overlooking that cliff over the ocean at the end. My plan is to put a commemorative for when I defeat the dragon and put the egg there.
I also meant to show the remaining part of the original village that is in the down in the cave, but I forgot (near the end of the video, when I'm looking at the ice peaks, it's off to the right and down).
I'm still unsure if I'll merely continue working on the village more for now, and then only attempt the dragon after making the spot for it, or if I'll do it sooner. I feel (more than) prepared enough to attempt the dragon now, though. I recently went back and got more blaze rods (still no luck on wither skulls) from the nether so I have around a stack of ender eyes, which should be more than enough. My gear is about as good as it can get I think, backed with a near endless supply of arrows, I have ladders, water buckets, and ender pearls, so I feel set. Only thing I feel I could add is potions (any recommendations there?). I wonder how far (or close) the nearest stronghold is to me. I still have no idea of the coordinates of my area, but I figure I'm at least a few thousand blocks from spawn.
I decided to go after a dragon. It might sound mundane, but stopping my relatively safe village building felt like a heavy consideration when you realize it might be the last time you see your village. But I decided to do so both because I was going to soon(ish) anyway, and because I was already long ago as prepared as I can be. I figured I may as well try rather than (if much less likely) die while building the rest of my village before I even got the chance to try. I'd hate myself if I was prepared as long as I was, and died before even trying.
So let's go. Time to find out how close, or not close, I may be to a stronghold. The village square seems as good a spot to start as any.
Huh? Northwest? (I don't know coordinates, but the sun tells me where the cardinal directions are). Knowing spawn was Southwest (I think...) and that i was several thousand blocks from there, I was almost expecting it to go that way.
The good thing was, I explored this way a few times before and had a decent grasp of the area. Though, it took me much further than I thought. Eventually, I seemed to have found it.
Time to dig down. I wasn't expecting to go caving, but... I won't leave these either! It was just one, but that's more than none.
Unfortunately, I hit a snag. I dug down... and down... and down, even passed a couple of caves, and hit bedrock.
The eye then led me back up... somewhere around depth level 0 (which I know only because it was where stone transitioned to deepslate). I searched the web on an ender eye not leading anywhere, and found some results.
One possibility was if the version changed, the portal generation may have changed. I only went from 1.19 to 1.19.2, so I was hoping that was unlikely.
Another mentioned that in 1.18+, with the added depth and strongholds sometimes being below that, ender eyes might not properly lead to the right depth. Well, okay, but I dug down to bedrock...
I wasn't about to use external methods. I got this far without it. I was actually willing to give up and search for another stronghold if I had to. before that, time to dig around it I guess. I searched a few places, and finally lucked out... (turns out they always spawn offset like 4 blocks in but the eye always leads to the start of a chunk so it's never exact?)
One eye, which is NO problem for me. I decided to head home and prepare now. And I attempted a nether portal.
Hm, I... MIGHT know that nether fortress, but then again, I saw no signs it was the one I was at, so I decided not to chance it. I knew not where I was or what direction to go. I'll take the longer, but safer, overworld trip back.
The good news was, a river leads basically from my village to the stronghold, so I could come back by boat. And wow was the scenery beautiful.
I can't do pre-1.18 anymore, I can't...
Anyway, time to prepare. I actually went back to the nether to gather three more ancient debris. Why? For a helmet with Protection IV (my usual one has Blast Protection IV). I only had one fire resistance potion left and didn't want to make three more, so let's see how long this takes. I lucked out and found a pair of two, and then one of three. More than I needed, so that works.
I went back, made the helmet, appropriately named it as the helmet for the dragon fight, and used every inventory spot I could think of. Probably WAY overkill, but oh well...
This is it. This might be the last time I see the overworld in this world...
As I feared! Off the center island! At least it was within relatively safe ender pearl distance.
Now that I am here, I am only leaving one of two ways. By succeeding, or dying. And I wasn't planning to do the latter, not yet. Only later.
Let's get some friends.
I decided to use the old fashion method of using ladders to climb the towers. It worked well for me every time I did this in the past. Two (or three, I forget) had iron bars around them, and two or three were also relatively tall so I ended up climbing a few towers to get all the crystals.
After that, it was time to start the offensive. By now, I think all of the golems had perished. After getting the dragon halfway down, it wouldn't fly back down at one point (too far away from me?) and I looked toward the horizon and angered an enderman. Oh no. I... may have panicked... a little. It was pretty uneventful, but scary regardless.
What was funny was despite the golems being dead, the enderman too their place as my helpers. I am always amused by a group of enderman upset at, and chasing, the dragon. It might be hard to make out, but the two below where I am looking are chasing the dragon around.
I think the dragon was either killing them with the breath attack, or eventually they become passive again. Because it was just me and the dragon again now.
And then just me...
That's one big accomplishment down! As mundane as it is, I could die now and feel like I accomplished something. One of about five big goals down. That's why I did it before finishing the village.
I contemplated going straight for an end city for elytra (another big goal), but I headed back home for now. That, and finishing my village (yet another big goal), are my next immediate goals.
My two final ones are the wither, and that ancient city under my village.
Once I do those five things, I may consider myself in "post game" and consider the world beaten. I may even finish playing it at that point.
Summary overview: I proceeded in the end and accomplished an end city (partial) to get the elytra, and have returned to working on the village.
Fuller overview:
I feel so free, like a bird!
As mentioned above, I decided to not put it off and just finish my end objectives while I was recently there. On my way back, by boat now, I noticed these tend to "attach" to you and will, apparently (?), follow you to the ends of space.
These are starting to accumulate (yes, I left them on purpose). I made two trips without boats so that's five total, now. I was starting to think about putting the time into a nether network between them, but I realized I may not be back to the end after this often, if at all.
The second boat came when I went to build the platform for the end gateway. To clean up inventory, but also to get more materials (I counted too low), I had to make another trip, hence the third boat.
I accidentally angered another enderman constructing it. For some reason, I feel bad. Passive things equal friends to me, and I don't like hurting them, but this is hardcore, and it was my survival versus the enderman once it was no longer passive. Sorry, friend.
After construction and reurning to finish it, I tossed the pearl through, and waited. Nothing. Slight anxiety set in (haha!). Was I about to go through in the void? I tossed another, from another angle, and this time it went through.
Safe, safe land. Now let's see...
You're kidding me!? An end city RIGHT there? Okay, this makes up for the initial end spawn platform being out off the main island. Maybe... the question is, does it have a ship?
Yes! Yes, it does! This seed is aging well and becoming quite lucky for me.
Time to get my wings.
I didn't tackle the ENTIRE city, but enough to get through to the wings (if that was ALL I wanted, I could have cheesed it, but I wanted the experience, and to get some shulker shells). I didn't go out of my way to get them beyond that, but I got 15 shulker shells. That should be about good. If I want to rapidly expand that in the future, I won't mind returning later.
This meant I needed to get another pickaxe with silk touch after all, for minding an ender chest I carry with me (which i also needed to gather more obsidian for), because the shulker boxes go in my ender chest, and this will give me "field access" to much more things. Anyone who kept tabs will remember my earlier final trip to the nether left with me two spare ancient debris, so I only needed two more. I went back, and the first one(s) I found yielded exactly two.
Maybe this is my last time having to dig for ancient debris? I am sitting with 44k netherrack having been mined now, so hopefully.
I also readjusted my gear, somewhat. Namely, I made my "only-meant-for-the-dragon-fight" helmet an alternate one, which meant I had to enchant it more... and my earlier Respiration III villager was missing (the Aqua Affinity one had been in the trade hall), so I had to get another. It didn't take long, at least.
I put my arrows, golden carrots, and ender pearls in shulker boxes. I also spent a bit of time making some potions, and crafting more torches.
Surviving? No, thriving!
So now I'm back to working on finishing my village. The only part I'm not FULLY thriving on is building materials, but as this isn't a world I'll build up TOO much, that's understandable that I never invested much in it yet. Oh, and rockets, i guess, as I don't make farms for stuff, so I'll have to set some nights aside to overcoming creepers for making more of those.
Here's my current rough plans. All subject to change, of course.
I need to finish clearing/leveling some of that, of course.
The Pink lines are planned paths. The dotted pink is a likely-but-not-sure path, but I'm leaning more towards yes. If put in, it would serve as another entry path, as right now the only two are near one/two directions to the bottom.
The Yellow boxes are replications of the center farm.
the Orange box will be the sugar can farm I need to put back up.
The Red boxes are likely spots for houses.
The Purple box is a going to be for a stonecutter (likely, two) and grindstone (will likely move the one in my house here) profession site. It'll basically be to replicate a log cutter building I have built in one of my other words.
The small Green boxes are large oak trees with flower beds/lamps, as can be seen elsewhere in the village. I like using large oaks as landscape beautification, and often put them on corners or along stretches of empty path.
The White box at the top will be the (likely) gazebo and site of the dragon egg.
The trees above approximately the Purple box are there for farming oak/dark oak wood purposes and won't remain there.
All of this isn't set in stone and subject to change, as it depends on how much space is available/left as I build in steps, and I want to have villager/bed/job site blocks somewhat balanced. But I decided to get an overhead look and that was how I have planned it roughly as of now.
I may or may not decide to go after the wither before finishing the village. I'll need to farm the three skulls before that, if so. But the end city below my village (how fitting?) will ONLY be done after that, and last. It just feels fitting to build my village fully before going after it. That is my ultimate end goal.
My world got deleted for no reason
"Y-Yeah, they don't tell you these things when you sign up. But hey, first day should be a breeze. I'll chat with you tomorrow. Uh, check those threads, and remember to DM only if absolutely necessary. Gotta conserve power. Alright, good night."
I see this happen far too often, or worlds getting corrupted with no way to restore them - practically nobody ever gives a second thought to making backups, which leads to ones of my favorite sayings:
As an example, I have four copies of my first world; one in the .minecraft\saves folder, another in a separate folder for my personal "data", another on a USB drive, and another on Dropbox (this technically makes 5 copies as there is a copy in the local Dropbox folder and another on Dropbox's cloud servers), all with varying ages while I'm actively playing on it (currently they all the same as I haven't played on it recently). All my other personal data also has at least two copies, one active and the rest being backups, with several being kept back to a year or so (one might say I could do it more often and/or keep them longer, it is up to you how much you are willing to risk; in my experience user error is by far the biggest cause of data loss (e.g. if I make a major code refactor I make a copy of the files beforehand - sometimes I didn't and had to go back to a backup to revert it after it didn't work as planned).
That said, a world suddenly disappearing is most likely due to a corrupt level.dat file, most likely caused by the game not being quit properly, either a crash (game/system) power failure (you should have a UPS), or not using "save and quit to title" and "quit game" - never just quit by clicking on the "x" in the corner of the window (no idea about recent versions but vanilla 1.6.4 fails to save chunks if you close the game without pausing, my own modifications to fix other quitting issues do result in a proper save, but I'd still not trust it over the intended way); I've never had this happen myself after playing for nearly a decade (many thousands of sessions), except when the game crashed in the mod development environment, maybe happening 10% of the time when the server-side crashed (I don't think the client-side ever caused it).
You can first try copying "level.dat_old" over "level.dat" (renaming the file), which is a backup the game makes, apparently for this very situation, otherwise, you'll have to copy level.dat from a new world, ideally with the same seed and world type, otherwise spawn and newly generated chunks won't match, and either way you'll lose your inventory. Another concern is corrupt chunks, in particular, chunks becoming scrambled, which is a quite common issue in newer versions (I've never seen this happen in 1.6.4; whether MC-161823 is due to an actual bug or other changes made it more likely to happen after an improper shutdown is unknown), and is much harder to fix without a proper backup.
Also, I found an interesting bug report for 1.16+ (maybe earlier versions, back to some unknown version); it claims that level.dat can become corrupt if you quit immediately after placing or modifying the contents of a chest or other "container":
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?
As a saying goes, data that exists once, doesn't exist (it's scratch data). Data that exists twice, exists once. Etc.
There's also the "3-2-1" rule. It specifies at least three copies should exist of data you care about, across at least two different types of storage medium, and that at least one should be in a different location than the rest. That one is probably overkill to follow for most things (where just having two or more copies, ideally "air gapped", is enough), but it's relatively safe against most realistic scenarios.
Given the category this in, I'm presuming this is the Java Edition on the PC?
I am presuming you mean the entire contents of the world folder are gone from the save directory, and not just that the world is no longer showing in the save game directory within Minecraft?
In any case, if it's a hardware issue, my thought is that it would likely be showing itself (if not already, then soon) as more than merely a one off for one thing, ESPECIALLY if it's the entire world folder that is "cleanly" missing, as opposed to the save directory still existing but being corrupt/unreadable by the game. The latter could more point to a hardware issue, especially if it continues with other things
I've never encountered a world (or save) spontaneously disappearing, not in this game nor in any. I've had a single chunk reset in my world sometime before 1.7, and I'm not quite sure what it was at the time but I simply paid it little mind as all I did was put a path through there. That's been the lone "data integrity issue", as I guess you'd call it, that I've experienced with this game in over a decade. But it definitely happens, and possibly more frequently than my experience would indicate. There's a thread for recovering saves that you might have luck with.
https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/297844-official-corrupted-save-recovery-thread
While I can't speak directly to the question you're floating, as I don't know, my experience has been that I don't seem to lose progress whenever I lose power in recent years (in which I play versions more modern than 1.6 in recent years). The last time I recall losing progress in this game while losing power (it was only a few minutes of progress lost) would been back around 1.6.4 or earlier.
This may be because newer versions are extremely aggressive about autosaving - they save (modified) chunks every 10 seconds, as opposed to every 45 seconds for older versions, and I think that even that is extreme overkill (I changed it to every 5 minutes, in any case chunks which are unloaded are saved; likewise, pausing the game saves everything). This may also explain why chunk corruption is so much more common since the chance of the game being interrupted while it is saving is much greater, although the oldest report dates back to 1.8 and it wasn't until 1.18 that the extremely aggressive autosaving was implemented (in fact, at one point it was literally saving a chunk every single tick if it had tile entities which update every tick).
Also, Optifine lets you change the autosave interval to as much as 30 minutes so this could explain why you lost more than 45 seconds of progress (though interestingly the 1.6.4 version of Optifine doesn't actually change it, and probably not since 1.3 split singleplayer into an internal server (likely an omission as Optifine can and does change server-side code, I have no idea if this was every fixed); the reason they added it was to fix the "lag spike of death", which plagued older versions due to being single-threaded and saving every 2-3 seconds).
IMO, you shouldn't be writing a program as if it could crash at any moment - I've played for thousands of hours without a single crash from any cause, and to be safe I'd never try resuming on a world after a crash without using a backup, even if nothing appeared to be wrong.
Also, it is not a question but a matter of fact that improperly shutting the game down corrupts worlds:
MC-115237 World data gets corrupted if a server is suddenly shut down
MC-169433 Worlds are "deleted" when shutting down the computer without saving the world
This is also one of the most common issues on the corrupted save recovery thread. Note that while the second issue has steps to reproduce it will not always happen and is likely highly dependent on the system (CPU and disk I/O speed) and exactly what and how much was being saved at the moment it was interrupted, as well as the exact nature of the interruption (power failure vs system crash vs JVM crash vs game crash, and client vs server side crash).
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?
If this is true, it's a pretty dumb implementation. (Not that it would surprise me though) When writing data that needs to stay consistent and should overwrite another set, you should first write the new copy to new files, and once you have completed all the writing and saving of the new stuff, make the game point to the new files, and only after that, delete the old version.. And if you somehow manage to die while moving references to the X files, the game can detect that both new and old versions exist and finish the moving of references on init..
Nice progress there Princess.. Just wondered about a few things:
Thank you! I've been looking forward to seeing your progress, especially since we started around similar times.
To answer the first one, pillager patrols won't spawn if you're within two chunks of a village. It's part of the reason (but not the only one) I wanted to have my home among a village.
The bigger reason though is that my primary enjoyment in playing is building, so building up locations (namely, village) is what I like to do. I probably could have achieved my goals long ago, but you notice my progress has been spent a lot of advancing the village. I don't often build "bases". I either tunnel into a mountain and have a network of tunnels connecting rooms, which is the closest I would come to that, or (more commonly since 1.14+) I make a house and a basement has my storage, which I compliment by creating village buildings to serve the roles of certain blocks (for example, I'll make a "forge" for holding a large amount of blast furnaces, make farms around the village, a library for enchanting, a "woodcutter" for the stonecutter/grindstone, etc). This does result in, sometimes, a LOT of time spent running around to do a queue of tasks, so it's not efficient in terms of neither space nor time as having everything crammed together, but making a "believable" village over a random base or with autofarms that play for you, is simply how I've always preferred to go at it.
Here's my stonecutter/grindstone building in my other world, that I will (likely not exactly?) try and replicate in my hardcore world.
I've only seen one pillager patrol since starting this world, and it was actually right outside my village as I was going back to it, and I simply avoided them. You can also kill them all but the captain (the banner carrying one), as that's how you get bad omen. I did, however, at one point go after that pillager outpost I mentioned (this is how I got the goat horn you may have seen in one of my pictures). I cleansed bad omen before returning home with a bucket of milk.
I do probably intend to attempt a raid at some point as one of my possible "post game" goals. I'd like to get some totems of undying. I'd probably use a separate village for this, though. the only somewhat annoying thing is some villages have nearby generation that results in them commonly spawning underground, and being (nearly) unable to proceed with the raid before it just ends on its own. I had this happen on my first raid when I brought my oldest world up to modern versions.
For the villager traders, the first thing I'll say is to reference this...
I largely followed that, but made some changes. I replaced the redstone repeaters with redstone torches, as this allows me to remove the lever after their trades are locked in at their lowest value, but otherwise I believe it copied that.
Here's some closer pictures of how I put it into effect in my world(s).
Getting the villager in can be tricky. I get them in with minecarts, and when breaking it, they tend to like try and move one block diagonally into the hallway in the back (for the eventual zombie to stay). If you outright block all three of those spots, they often come out of the minecart suffocating. So I can't tell if the trapdoor above is necessary or not now. I work around this by leaving the spot immediately behind the piston clear, as well as the two to either side, but then put (temporary) dirt in spots besides those to keep the villager where I went it. Break the stone above the spot behind the piston so the villager can get back on it (the trap door otherwise prevents the villager from leave that spot, and also prevents the zombie from getting up into that spot when they are lowered, but you as the player can get through). once the villager is there, replace the stone, and remove the temporary dirt. If I explained it poorly, let me know. I can make a video replicating what I do.
And yeah, I do let other villagers wander but I had to put a fence and gate in front of the trader hall again in my hardcore world. For whatever reason, the ones in those spots were sometimes unlinking, and one that wandered in would claim it. So my golden carrot farmer wasn't refreshing its trades! Also, the ones that are free see the zombies, panic, and may summon a golemn in the hall. it happened. The golem can't reach the zombie so it's fine, but it may be unwanted.
The game actually does do this for level.dat, player.dat (in singleplayer level.dat stores player data), and statistics (at least in 1.6.4, no idea about the 1.7+ statistics files, which are different) but not for region files, and for good reason; if the game were constantly making copies of 4-8+ MB files it would use an extreme amount of disk I/O (in the worst case 32 chunk render distance loads a 3x3 region area; in TMCW fully explored (by caving, not just generated) region files are about 8 MB for a total of 72 MB), at the least causing performance issues, and at worst reducing the lifetime of the drive, especially SSDs.
Indeed, these are why I increased the autosave interval to 5 minutes, and not only that, modified the way chunks are saved when unloaded (vanilla always saves chunks no matter what while I only save them if they need to, this does mean that inhabited time isn't properly saved but it is meaningless since I don't use it):
This is an inhabited time map of my current modded world; note how grainy the pattern appears compared to my first world, shown below, since chunks aren't always being saved when unloaded:
This is for my first world, which still sues the vanilla chunk saving and shows much smoother graduations, consistent with inhabited time being properly updated (the game doesn't mark a chunk as modified when it updates inhabited time, but does when blocks or entities change. the reason why inhabited time is lower in some areas, especially to the north, is because it wasn't added until 1.6 and that area was mostly generated in 1.5, otherwise, the western parts of the world reflect a reduction in view distance from 10 to 8 as I modded the game so it tracked render distance (vanilla 1.6.4 is set to 10 regardless of render distance, Optifine also uses 10 unless you increase the render distance past 10), resulting in chunks being loaded for a shorter time as I explore the world):
Even then, this is not foolproof, as seen by the frequent corruption of level.dat - you simply can't ensure data integrity when the system itself goes down. and it is worse with how SSDs work, which could be a factor in the increased frequency of reports of corruption, given their increasing popularity (SSDs do not just write data and leave it there, they have to perform wear leveling in order to make the most use of limited write cycles and this includes moving data around; indeed, it appears to be quite common for even the entire drive to become corrupted after a power outage since its "metadata" became corrupt, whereas a mechanical drive only risks corruption fo data that is currently being written):
Now, a game crash is a lot different and the fact that files are getting corrupted suggests an issue with the game and/or Java itself; I looked at how the game saves level.dat and it seems to do the right thing, saving level.dat as level.dat_new and renaming the original level.dat to level.dat_old (I'd have thought it just renamed level.dat to level.dat_old and created a new level.dat; one potential issue with this method is that while the game can read from level.dat_old if level.dat is corrupted it doesn't recognize level.dat_new so if a crash only leaves this file it won't recognize the world, and based on the sequence of events it seems like the root issue is a failure to properly commit changes to disk; I've seen no level.dat file of any kind after a world disappeared but I'd expect to see at least level.dat_new present (level.dat_old is absent for an instant before level.dat is renamed to it):
Maybe the game can be set to make a backup prior to a play session, which is all that should be needed as it is just a game, not some mission critical software where progress needs to be backed up to the last second. Also, newer versions do prompt to make a backup when upgrading to a newer version and have the capability to make backups (under the "edit" option, which brings up this menu which includes a "make backup" button); ultimately, it is your fault if you don't have a backup.
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?
The concept of a trading hall is interesting to me, but if you can believe it, I have never built one in over ten years of playing! I wonder if it's because my pre-1.14 playstyle simply hasn't evolved in this sector (although, I can't recall how efficient that villager trading halls would have been prior to 1.14). Since my only experiences starting a new world never involved utilization of villages or villagers, I guess I never really thought twice about implementing a more organized system. Is this indeed the preferable method of obtaining such things as diamond tools/armor nowadays? I'm simply not so well in tune with the trading system save for a few specific villagers I keep for specific items (namely masons for block choices, a few librarians for some enchanted books, and farmers for emeralds).
I am also curious about the most efficient trading system. For example, sure you could trade sticks for emeralds and turn those into golden carrots, and that would probably be fast enough. But is that faster than trading pumpkins if you can farm pumpkins at a faster rate than sticks, assuming the yield is the same? This would make for an interesting experiment.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I've never considered the idea of a trading hall because why do you need a steady supply of whatever items they might give once you've gotten to the "end-game" (after you've made all your gear), unless you play in 1.8 or before 1.4 (1.8 is the only version since anvils were added that doesn't let you indefinitely repair the same item)? I make all my "caving gear" once during the early part of a world and never have to replace it, with very rare exceptions (I've accidentally broken an item every now and then, but rarely enough that enchanted books from dungeons and mineshafts easily compensate; in my first world I could remake all my gear many times over so even dying and losing everything is not an issue).
For the same reason I've never seen the point of an XP farm as I'd again only need it once; I get most of my XP from mining quartz in the Nether, which also doubles as a building material for my main base; afterwards, I get many times the XP I need to repair my gear from normal gameplay (I've averaged over 6500 XP per play session in my current world, for comparison, my most expensive item costs 48 levels to repair (the limit for my modded items is 49 instead of 39), which is 3012 XP; I average somewhat less XP in my first world, about 5400, but items are also much cheaper (38 levels or 1517 XP for the equivalent item, which also restores up to 1560 durability instead of 1171 so it is 2.64 times cheaper per use).
That said, in my first world I do trade for diamond items to repair my gear (I started doing this in late 2015 after I came across a villager selling diamond pickaxes) but I only have a couple villagers trapped in their houses, one for trading wheat for emeralds and the other emeralds for diamond gear (a single pre-1.8 blacksmith can offer everything), which can hardly be described as a trading hall (I do this as a side activity to caving and so all the diamonds I collect can be saved, not because I need to, given that I've crafted over 2000 blocks of diamond without using Fortune). In modded worlds I trade to get my equivalent of Mending and deconstruct my trading setup entirely after I'm done with it (I keep a few of the villagers, including the Mending villager, in a simple village I make in my base but don't trade with them).
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?
You're asking the wrong person, as I don't know either, haha.
I actually can believe it. I've never done anything with farms. Not a single one. No iron farms, no mob farms, no gold farms, no auto sugar cane farms, nothing. Not a single one. This is the closest I've come to that (and I don't really consider it an auto farm, just something that is lopsided to the player's benefit once you reduce their trades to the lowest value), and I only did it recently in my second, 1.16 world. My older world was 1.10 and older, and while I think an older (1.8?) version did something with villager trades, and while they've existed since I think 1.3, I've never done anything with villager trades.
I don't use it for diamond gear. I mostly agree with the above reply; by time you get the thing up and the trades reduced (needs splash potions of weakness and golden apples), diamond gear probably shouldn't be a concern. There's a few exceptions, though.
The only important ones I get are librarians for select enchantments, and that's because I like to customize anything I might want on a moment's notice. That's why almost all of them are librarians. But farmers (golden carrots) and fletchers (so... many... arrows), and maybe a few others are a few "broken" ones in particular. Even late game, those two in particular in my mind are worth setting up. Every other food becomes worthless once you have that, and arrows are nice to be offered as they can be a pain without farms, but are too abundant. It offers 16 arrows per 1 emerald, and that might even be before reduction (?), and you can do up to 12 or 16 per trade before a restock is needed, so you come out with like two stacks and then some... from one trade of a dozen emeralds.
I've said it before, but it's a few trades in particular, and the ability to reduce their trades so much is the broken part. Villager trades (most, anyway, arrows might be the exception) are fine normally at the normal rates (I'd actually say borderline useless), but the way you have to reduce them almost requires both locking them up, and repeatedly spending valuable things (golden apples) on them, which means they have to be good to be worthwhile. I wish the ability to reduce the prices was limited to two or three times (I think it's five currently?) and it was percent-based rather than a flat reduction. Right now most things can be reduced to a 1 cost for all the offer, I think it'd be more balanced then if it capped at, say, 50% (paired with some trades being reduced in how many they offer, and again, looking at you arrows and golden carrots).
They're too broken in edge cases now, but were near worthless (in my subjective opinion) before 1.14.
I didn't do much in my world over the last few days. I did decide to try a few mods, mostly ones from Xisuma's video on the mods he uses. I also tried out a shader for the first time but it caused a lot of lag and made my underwater house look darker so I turned that off. I mostly did my dumb project of using lava to convert a 128x128 area of ocean into stone, and make a big hole after learning how to make a TNT duplicator. I'm just at that point in my world where I don't know what else to do.
Remodeled the Nth miscellaneous part of my Immersive Vehicles Knight Rider model to go along with the added functionality.
Guess that means I'll be re-doing the JSON again though, to accommodate the new stuff. Fun!
Oh wow, really? I didn't know this - so, if you continuously zombify and purify the same villager several times, the cost will continue to lessen until a flat single unit?? Yeah, I can see how that would be pretty overpowered. I knew that the cost was reduced after a single purification, but I never thought about doing it more than once, having assumed the single reduction was itself the sole reward. I'm guessing that mechanic was a 1.14 change.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
You can do it up to five times, I think? For many of them, just two or three times will reduce everything to a cost of 1. I had a few librarians that had a cost of 2 or 3, and after a forth time would reduce it to 1.
I'm not sure of the entire mechanics (seems a reduction of five per time is how it works) but yes, you can absolutely do it multiple times.
On my main world I've mainly been concentrating on the inside of my hotel at the Chunk Plaza Development after extending the hotel back slightly to fill up to the corner of the chunk error:
By doing this I have moved the second entrance to the apartmrents from the front of the building at the end to just round the corner, creating this nice little private entrance:
In each apartmernt this side of the hotel, the old stairway has become the new kitchen space, moving the stair case to the back of the hotel where I filled in that last chunk. In each room I've been laying out grey concrete for where the central kitchen counter will be and creating a concrete box in every room on the opposite side that is divided into two rooms - the bathroom and bedroom. Thus creating a bit of a hallway from the apartment door as you come in.
Yesterday I had 1 apartment done this side with six floors to go, by the end of my play time I had completed all six floors like this! I made so much grey concrete (And killed so many squids to do it) for the last one, that I started on the opposite side of the hotel where there is less room, but just the basic outlines:
I am thinking of digging an 16 x 8 insert into each wall however to set the kitchen back, maybe. I had already sone the show apartment a long time ago on the first floor so again has 6 floors to lay out these outlines. I also re-ordered the main stairwell as I wasn't happy with it.
Closed old thread
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Well that's making chunk "errors" (I presume these are actually just terrain generation transitions and not errors?) a chunk feature instead.