I don't have any plans that would warrant a major update yet; in the past I've only updated the version for major changes to world generation and/or internal game workings (I mean like block/item/biome IDs and NBT data; in TMCWv5 I even version-locked it so only worlds it created can be loaded to help prevent people from damaging vanilla worlds, by which I don't even mean "chunk walls in new terrain" but corrupted blocks and items; e.g. I merged most "on/off" light blocks like furnaces into a single block which sues metadata to determine its light level; stairs became two types per block, and so on. This may seem a bit unnecessary given that I still have 70 block IDs (out of 256) to work with despite adding over 300 new blocks/block variants (which is just "real" states, not counting states like the orientation of a stair block), as I very heavily rely on metadata, for up to 4096 unique states)>
Also, 5 years passed between the release of TMCWv4 and TMCWv5, with TMCWv4.5 being an intermediate release which added many features that were to be in TMCWv5 (which itself grew to be larger than what I might have released at the time). A lot of the changes I've currently considered involve changes to the underground, mainly more like tweaks than complete overhauls, but altering the generation enough to be an issue for existing worlds.(I did make some changes while playing on TMCWv5 but they were more local and thus could be avoided by making sure there were no changes near the edges of the generated world. This is also how I added most of the biomes that were in TMCWv1 while playing on a world without getting any chunk walls).
I've also considered adding new world types, including one intermediate between default and large biomes (2x instead of 4x the scale) and one with more ocean/smaller landmasses (as it stands, it is impossible to get a "survival island" world because the area within about 1000 blocks of the origin will always be land). These can both be added without affecting existing worlds as they would be new world types. I've also previously made some changes that could cause minor issues, such as changing the way some small-scale biome features generate so they are consistent between default/large biomes, which did affect default worlds, but only where such a biome (relatively rare) would be along the edge of the world.
I also don't consider differences in decorations, like trees and ores, to be significant - even two copies of a world created by the exact same version/codebase will have some differences due to MC-55596 (example and explanation), caused by the direction you explored the world in, among other things (this is less apparent in TMCW since I re-seed the decorator RNG after each set of features; changes to trees will not affect ores, dungeons, etc and vice-versa, unlike vanilla):
TMCWv5 is the "original" world while the "new" versions are two copies I recently made while testing stuff; most of the trees changed between TMCWv5 and the newer worlds, due to actual changes to the code, while between the newer worlds you can see an area near the bottom where trees are different, despite having made no changes to world generation:
There are also some changes to caves visible from changes in low-level lava; a large cave near the lower-left becomes larger, but still otherwise the same (this might be noticeable as a 1-2 block step in the wall of the cave) and a more significant increase in the size of some larger circular rooms, near the left side (I made some adjustments to help bring the frequency of large caves/ravines closer together). Also, you might notice that only the 1.8 stone types changed; all other ores remained the same (one of the things I did was make the amounts and sizes of the 1.8 stones vary on regional scales, which I changed at some point since the initial release; I generate the 1.8 stones after other ores so the RNG state remained the same up until then):
I'm playing Gregtech New Horizons today and considering making a journal thread here. I keep journals for all my modded worlds anyway, it's already written. There's a couple of problems with posting it, firstly that the world isn't new, I'd be starting to post from my fifth "season", and secondly GTNH is a very niche interest. It's not easy to write entertaining content about spending days on end wrestling with pipes and macerators. Although there is some amusement to be had from my idiot moments as I'm a Gregtech newbie. (Did you know steam is hot?)
Currently I'm starting to work towards building an Electric Blast Furnace, as I figured out how to make invar, a key material. I also discovered today that baby skeletons are a thing and I don't like them.
I, at least, would be interested in a Gregtech journal because I've always thought I should do a techie journal someday after all my magic journals (3 in a row now). Somehow, though, every time I go looking for mods none of the mods "grab" me, partly because I don't know what they are or what they do. Magic mods can generally be condensed into a one-line description which sounds interesting (e.g. Botania: magic with flowers!) in a way tech mods can't be, or at least aren't. So maybe a Gregtech journal would make me see things that make me say "ooh, I want to try that". Or maybe I'll see things and say "ooh, I'm glad I *don't* have to try that". A win either way!
FWIW, back in my second 1.7.2 journal (with Thaumcraft) my Thaumcraft how-tos (and, frequently, how-NOT-tos, ahem) seemed to get the most views of any of my posts, even though I never saw any comments from those extra viewers. So there at least *was* a (silent) constituency for how-tos, even with boo-boos, in complicated popular mods, which AFAIK includes Gregtech. Today, after most of these mods have been out a decade, who knows, and I'll grant there's something a bit empty about seeing a few hundred more views but not knowing what those viewers thought. My Psi posts seem to repel viewers, although I have a LOT of variability, driven mostly by how long my post is on top, and it's hard to be sure.
And if that happens, then we just need to get TheMasterCaver to start one. I know it would never happen, but the idea of him doing a world in 1.18+ would be very interesting to read, just for the experience of seeing what he does/what he remarks on (rants about what the game is doing wrong, haha), and so on.
Even if it's not a long term commitment and more like my hardcore world which is just meant to be a smaller investment that eventually comes to a close, I'd probably be super invested in it if he played a modern version and described his play.
And if that happens, then we just need to get TheMasterCaver to start one. I know it would never happen, but the idea of him doing a world in 1.18+ would be very interesting to read, just for the experience of seeing what he does/what he remarks on (rants about what the game is doing wrong, haha), and so on.
Even if it's not a long term commitment and more like my hardcore world which is just meant to be a smaller investment that eventually comes to a close, I'd probably be super invested in it if he played a modern version and described his play.
I'd never play vanilla though (this is even true of vanilla 1.6.4, I've added too many QoL features, bugfixes, and more), modifying the game so much it may as well be the same as my modded worlds (which do include features from as recent as 1.19, and even 1.20 if you count my feature of enabling bookshelves to store books (only normal books as they are a blockstate, not tile entity) - I may even add cherry blossom biomes). Cave generation absolutely would be completely replaced with my own, which I've been fine-0tuning for nearly a decade, as would biome generation (fun fact - even though I never played in 1.7 I actually made a "random biomes" mod, which inspired Zeno410 to make their own "climate control" mod. Another mod I made for a newer version was an "old anvil mechanics" mod which completely reverted the changes to anvils in 1.8, including the ability to rename an item to keep the cost from increasing - I'd still want that system over Mending even if Mending makes it much easier to repair items, and yes, I did play on 1.9 for a bit to see how well Mending worked, absolutely no issues at all, and before they buffed it in 1.16 so XP only goes to items that need to be repaired).
Also, many people point out things like new blocks and items as if they would interest me but they don't seem to realize just how limited my playstyle is; there is a reason why my statistics look like this; every single block listed is something I mined or crafted while caving (this includes hardened clay and packed ice, which replace all stone in various biomes as a "biome stone" variant which has the same mining properties as stone and drops the actual block and counts as such in statistics), or is indirectly associated (quartz, mined for the XP needed to make my caving gear):
The only block listed that is not directly associated with caving is quartz (last block), and I primarily mine it to get XP for enchanting my caving gear (I do use it for my main bases, but further back I used stone-based blocks instead since I didn't mine as much quartz so it wasn't guaranteed to meet my needs without specifically having to mine more):
Likewise, the only block not directly associated with caving is netherrack, again due to mining quartz in the Nether:
And again, all these are associated with caving (logs and planks were mostly used to make torches and ladders. Some blocks also how that I crafted them, including (mossy) cobblestone but that was to make "compressed" blocks to save space, not craft the blocks themselves (they show up as the same block since they are just different data values), which are uncraftable (IMO 1.8 ruined the value of mossy cobblestone, which I take from dungeons, by making it craftable, though you can just not craft any, as with rails, all of which came form mineshafts):
Likewise, this is from my first world (what might be called "enhanced vanilla 1.6.4" at this point), which is basically identical:
A few more "non caving" related blocks do appear, partly since the list is longer and there are less modded blocks, including glass, slabs, and hay bales, the latter used to transport wheat back to my main base for trading (unlike modded worlds I trade for diamond items to repair my gear); the 12,000 wool was crafted before I started using Silk Touch shears to harvest cobwebs (I'd just craft it into wool; now I craft cobwebs into "cobweb blocks", which do not appear in these statistics, same for "rail blocks" and "compressed cobblestone", which use a different block ID and also behave differently, being broken down by water instead of being uncraftable, to avoid messing up the vanilla stats):
An extended list of blocks mined; even the second page is mostly caving-related blocks (one exception to avoiding non-vanilla statistics is enabling the mining stats for spawners):
In fact, if you wanted to know how I'd progress in a newer version it would be pretty much identical to my modded worlds since TMCWv4, when I added my own Mending enchantment, thus breed and trade with villagers to get it (this would be far easier in modern versions, as would enchanting my gear; TMCW's amethyst is so rare, even with Fortune (it is 4 times rarer overall and half as common on its peak layer as ancient debris, offsetting the lack of Fortune on the latter), and the inability to remove enchantments via grindstones means you don't want to risk enchanting an item, and prior to 1.7 armor and weapons can't receive Unbreaking from the enchantment table).
I know you tweaked thing to your personal liking which makes pretty much most/all differences a quality of life improvement, but I guess that's part of what would make it interesting just to see you log an experience of your play style through a 1.19 world (I said 1.18+ earlier, but I sort of off see half of 1.19 as "Caves and Cliffs Part III" due to the deep dark and warden so really that or newer would be the one). Like I recall you saying you go through a world "normally", beat the ender dragon, then start your mining end game, so seeing you do that in 1.19 and then maybe stopping after you have started your "end game" for a few days would be interesting to read your experience of, if nothing else. It might be interesting to see you go for netherite instead of your added tier, and then humorous to see all netherite with whatever chain, iron, or gold helmet you find (that is funny).
But yeah I don't want you do it if you don't want to. The idea is just "the forbidden fruit" because I figure you won't do it, which in turn makes me want to see you do it more, haha.
I did play on 1.9 for a bit to see how well Mending worked, absolutely no issues at all, and before they buffed it in 1.16 so XP only goes to items that need to be repaired.
Wait... that only happened as recently as 1.16!? Since I jumped from 1.10 to 1.16 I didn't know where it occurred, but I guess I always would have figured 1.14 due to the villager trades. I guess 1.16 was because Netherite was added and it sort of needed it if they were going to make netherite a small improvement versus a long time and effort commitment to get.
And yes, that was a big quality of life improvement. I never dealt with mending in my older world, which went up to 1.10. For the most part, besides 1.7 adding some new biomes and wood types that we brought back to out older area, it's like my world stayed in 1.6 and most newer stuff was seldom explored. So when i started my newer world, and interacted with mending, I figured that was the norm. My oldest world actually went up to 1.11 for a VERY short while (to get firework rockets and shulker boxes, namely) and I started playing it to create a good all around set like I had in 1.16. prior to that I just recrafted and used unenchanted or randomly enchanted stuff in that older world. Once I did that, i was wondering why stuff wasn't really repairing at all. It was awful having to remove everything but the one thing you wanted to repair just to fix something. Glad that was changed.
Also, many people point out things like new blocks and items as if they would interest me but they don't seem to realize just how limited my playstyle is
Oh, yeah, not me. I know you have a playstyle that doesn't get impacted by most of the additions, and that you have the game altered around that playstyle. So I know vanilla will never have a chance to compare, even after Caves and Cliffs. At the same time, I won't deny it, it'd be a real experience to see you do it anyway, even though I know it wouldn't "win you over".
Edit: What's that block below cobblestone in your mined blocks picture? A barrel you added? It sort of looks like a bundle of sticks even.
Edit: What's that block below cobblestone in your mined blocks picture? A barrel you added? It sort of looks like a bundle of sticks even.
That's a "rail block", made with 9 rails in a crafting grid and likewise uncrafted into 9 rails, as you can with iron, coal, etc, and mainly added so I can compactly store all the rails I take from mineshafts (on a few occasions more than 1000 in a single day); they also have a custom block model so they appear as a stack of rails with the length and width of a rail and oriented in a similar manner when placed (the ones in my first world only work with normal rails and use a full cube model with the top texture on all sides, which was the original version added in TMCWv4):
I also added "cobweb blocks", crafted with 4 cobwebs, for a similar purpose, though they too have other uses, even besides just decoration (they are semi-solid in that you sink into them, but not all the way, from any side, and slow you down in the same manner as cobwebs):
This also shows the original rail block texture (as still used in my "World1" mod, to which I added both of these first):
While I also use these in my first world I don't use them for permanent storage, only while caving and temporary storage at secondary bases, to avoid having persistent modded blocks in the world, but this does mean I need a lot more space for rails in particular (a single double chest can store 3456 individual items or 31304 items crafted into blocks of 9 each). The blocks in my first world are also not able to be crafted back into items, only broken by water, even including the "compressed (mossy) cobblestone" blocks (I do find enough dungeons in even one "caving trip" to warrant the space savings).
An example of the resources I might collect over several days, including 684 rails stored as 76 rail blocks and 184 cobwebs as 46 cobweb blocks (second to last row); I hadn't added compressed mossy cobblestone yet, with most of a row dedicated to it (otherwise, it could be stored as 104 blocks plus 2 extra, taking up 3 slots instead of 7). The instant health potions came from witches (which do not naturally spawn in 1.6.4, I added them at the same frequency as since 1.7; I collect the potions as trophies, much like music discs from creepers (not dungeons, except in modded worlds, where you can find every disc):
A more extreme example after I'd explored a complex of 9 intersecting mineshafts, with a total of 2739 rails and 985 cobwebs collected, which would require more than a double chest (58 slots) if not crafted into blocks, instead of the 11 seen here (the savings becomes greater as more slots are filled due to partial stacks and loose items making up less of the total; when returning to my main base I'll leave such items behind to maximize what I can carry if I don't have enough space, bringing them back on the next trip, or even less often):
This is also why consider the block of coal to be one of the most significant additions to the game, as prior to 1.6 I only mined what I needed and it currently makes up about 2/3 of all the ores I mine, or nearly tripling the total extracted from the same area when subtracting what I needed, and nearly as much when factoring in the time spent on mining ores (about 10% based on the mining speed of an Efficiency V diamond pickaxe; in TMCWv5 I added a "vein miner" enchantment that mines up to 8 ore blocks at once but the overall rate at which I collected ores, including new modded ores, if generally rare, was only about 5% higher).
I'm only seeing stuff that makes me intrigued in seeing you making a similar post about your results from a try in 1.19, haha (I know, I know).
Interesting with the rail block. Even if I had realized that was a "stack of rails" at first glance, my thought would have been that you just made multiple rails look like that, not that you actually added a block.
Speaking of compacting blocks, I've recently began compacting bone meal into bone blocks and only now do I find this feature useful because it will allow me to compress materials for making white dye and their associated blocks as well as farm moss blocks for making mossy stone block variants.
Each bone block being worth 9 bone meal means 3 stacks of bones are worth 1 stack of bone blocks,
as 3 stacks of bones are worth 9 stacks of bone meal, meaning we save 3 times the space by converting bones into bone blocks.
As an added bonus I suppose I could build a pseudo dinosaur in the museum build I said I wanted to do.
My method of gathering bone meal is sorta dangerous, as it means fighting Wither Skeletons in a Nether fortress,
but it is worth the trouble. I could do composting to get bone meal instead, but that takes too long and is an annoying way to farm the material,
the reason composters exist is obvious, it gives players in peaceful difficulty access to renewable bone meal other than killing fish, but I wouldn't say it was efficient, even hay-bales don't do a 1 to 1 conversion of bone meal even though they are worth 9 wheat each. So I turn to killing Skeletons as my go to method of mass gathering of bone meal, as is often the case, the classics are the best.
I'm only seeing stuff that makes me intrigued in seeing you making a similar post about your results from a try in 1.19, haha (I know, I know).
Haha, yes. Master Caver, we understand you'd be really frustrated playing 1.19. But it would be a very entertaining *journal*. Of course, I went back to my own mods after 2 episodes on 1.19, so what can I say?
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Haha, yes. Master Caver, we understand you'd be really frustrated playing 1.19. But it would be a very entertaining *journal*. Of course, I went back to my own mods after 2 episodes on 1.19, so what can I say?
At the same time, I've often wanted to see somebody play as I do, but evidently my playstyle is not very popular and I've only seen a single forum user play on my mod, 6 years ago; there is also a short "series" on YouTube where somebody made a few timelapses, mostly spent building a house which could have been done in vanilla (the most interesting part to me is the caving they did near the beginning of the one shown, as well as how they managed to figure out how I prevented TMCWv5 from loading older/vanilla worlds to prevent corruption due to changing block/item IDs and NBT data formats, which likely led to some errors in the game output and some missing entities (vanilla 1.6.4 is likely to crash and/or reset chunks but I made the error handling much more robust). The files for statistics (which were global back then) and options.txt also use custom names):
Somebody else also recently PMed me and said they wanted to try my playstyle on first vanilla then TMCW but I haven't heard back from them (I suggested that they just go straight to TMCW for the better experience; naturally, I was hoping they might make a journal to document it). Another person said they played in a similar manner as myself and had a blog for past worlds, but evidently not on the forums.
Either way, I don't see myself playing on newer versions any differently; if I were to ever find any new structures, like mansions, I'd do so by exploring a large enough area while caving to happen across one, not by using a structure locator map; elytra don't interest me given their limited use underground, even in larger caves, and loss of protection and having to carry another item (I'd definitely wear a helmet as part of my normal gear to offset "armor penetration", which enables creepers to one-shot you even in full unenchanted armor on Normal, as opposed to being able to survive with 2 1/2 hearts on Hard before 1.9. I did nerf player armor in TMCW, from 80% to 66.6%, but I also reduced the peak damage dealt by creepers from 49 to 36 (I also modified it so it falls off with distance at a slower rate, and they continue moving during their countdown, as they used to be able to do).
Also, shulker boxes would eliminate or greatly reduce the need for secondary bases, which I never made in earlier worlds because back then I used a backpack mod, with multiple double-chest sized backpacks to carry the resources, including not bothering to smelt iron and gold until I returned to my main base, which had a large furnace room as a result (nowadays I periodically set up furnaces in a safe, marked location and continue exploring nearby while they smelt, which is why my stats show I've placed/mined so many):
My survival journal for "double height terrain", with the same underground depth as 1.18, while caves were more similar to 1.6.4 and ores were simply scaled up (I named the world "World1v3" as it reused the seed for my first world, with various changes, hence why there wasn't a village at spawn, and was the second such world; notably, the world that became TMCWv1 was originally named World1v4, with the name of its namesake mod coming later). This world is also interesting in that I started caving before I made all of my caving gear, or went to the End, as I've done for most of my worlds since (the amethyst gear is from another mod; the items in TMCW are basically a port of it with different textures/stats, I also later added the block of charcoal. Amethyst ore itself is actually my only "Forge" mod, made with MCreator and dropping the item ID for the amethyst item, which the mod had you craft with emeralds/red dye/quartz/diamonds):
I've considered giving your version a try a few times, but there's a couple reasons I think I never have.
It ultimately comes down to two things, and maybe a third.
I'm type of player who tends to commit to less worlds as opposed to more, probably not unlike yourself? It was already a lot for me to start a "second main" world, and now I have a hardcore world on hold. The latter is definitely something I didn't intend to stick with long term anyway, so that's fine, but it's still there and unfinished for now. In the meantime, I'm more invested in my main worlds (doubly so as I'm creating a story for them now).
I also have a play style that is... well, I wouldn't say opposite of yours since I love caving and doing the regular gameplay motions for things as opposed to "farming" for them, but I still probably have a more casual play pattern compared to you, and it definitely leans less into caving and more into building. So even if I did give it a try, I probably wouldn't be approaching it entirely like you're wanting to see.
I never looked into setting it up either, so I'm not sure how involved it would be. For all I know, it's not even something that takes any time or effort at all, but considering how much editing a resource pack for every update wears on me, I've fallen into quite a procrastinating slump with this game at times.
If anything, 1.18 itself lead me into a caving play style for a while. For a while, that was about all I was doing. My "second main" world is FAR less built up. In that world, my main village is something I really like a lot, and my overall progression is rather good, but the world state itself is nowhere close to that of my original. Granted, my original is also far older, but even factoring that I think I'm way behind on the newer one. Instead, more time was put into caving as opposed to building in that world.
Speaking of compacting blocks, I've recently began compacting bone meal into bone blocks and only now do I find this feature useful because it will allow me to compress materials for making white dye and their associated blocks as well as farm moss blocks for making mossy stone block variants.
Each bone block being worth 9 bone meal means 3 stacks of bones are worth 1 stack of bone blocks,
as 3 stacks of bones are worth 9 stacks of bone meal, meaning we save 3 times the space by converting bones into bone blocks.
As an added bonus I suppose I could build a pseudo dinosaur in the museum build I said I wanted to do.
My method of gathering bone meal is sorta dangerous, as it means fighting Wither Skeletons in a Nether fortress,
but it is worth the trouble. I could do composting to get bone meal instead, but that takes too long and is an annoying way to farm the material,
the reason composters exist is obvious, it gives players in peaceful difficulty access to renewable bone meal other than killing fish, but I wouldn't say it was efficient, even hay-bales don't do a 1 to 1 conversion of bone meal even though they are worth 9 wheat each. So I turn to killing Skeletons as my go to method of mass gathering of bone meal, as is often the case, the classics are the best.
I was very glad of the bone block addition in 1.10 because I used to get all my xp from a skeleton dungeon grinder. I was drowning in bones back then. Now I just have a couple of double chests of bone blocks in my bulk storage.
Composters... ehh. I mostly keep them around so I can dump spare seeds in after harvesting my wheat fields. I also dump the fungus blocks from farming the nether mushroom trees. I forget what they're called, those fungus blocks. Netherwart blocks and what's the other again, warped wart? They have a better bonemeal return per item than the wheat seeds but it still wouldn't generate enough to build anything large from bone blocks. Skeletons/wither skeletons are a better bet indeed.
If you do build a dino skeleton I'd love to see pics. A museum build has been on my personal wishlist for my vanilla world for ages but I never got around to it.
Wait, I had no idea you could turn bonemeal into bone blocks. I thought it was a one way process, and that maybe it was a bedrock only feature, but I just tried it and it works. Then again I seldom had a need to do it before so maybe that's why I never tried. Good to know, though.
In my main world I'm still distracting myself from getting the hotel kitchens done by doing other little jobs. I do still have the new bridge to continue however towards beta spawn and what will be the new bell tower there.
I did go into a copy of my world however and started laying out end rods in the station for the ice track, just to see where I'll place them, how far apart and that sort of thing. Planning ahead. In the actual world I was going to plant glow berries all way alonng the tunnel roof of the ice track, so one night I just bone mealed a tonne and just went and did the entire tunnel. It turned out to be a short lived idea however.
I expect torches to melt ice, candles, lanterns that sort of thing as expected but really didn't consider glow berries to do the same. Yes it's light to but in the others light>heat>melt suprised as berries wouldn't procuce heat but I guess it's generally light so logic goes. In the end, after doing all the ice tunnel I had to very quickly go ripping them all down!
I am adding these structural supports however:
I have also lined the entired edge of the track with smooth stone, sinishing tonight, and added stone brick wall rails all the way along to control sliding off track:
Now I've just got to figure out how to get the boat up the ice on the way back down the tunnel to the station. It might be something as simple as a piston in the middle with a level next to it, so I don't have to get out the boat like I'm currently doing.
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In my main world I'm still distracting myself from getting the hotel kitchens done by doing other little jobs. I do still have the new bridge to continue however towards beta spawn and what will be the new bell tower there.
I tend to break up things like that, too. It helps sometimes. Others, it postpones something (but often still results in you accomplishing something else, so I suppose it's a net gain?).
I have a few things years (and I mean years) on indefinite hold as a result.
I ask because this particular picture caught my eye. At first I thought it might be 64x64 due to the lean in realism, but then looking closer it appears it might just be 32x32?
I was originally going say I generally don't prefer texture packs that go to the extreme on resolution in this game (though I realize that's just my preference). My "rough" preference is that 32x32 is the perfect spot, 16x16 is a bit too low, and 64x64 can look okay at times, but even that I would only like in certain styles.
So I was about to say despite my preferences, that particular screenshot looks nice, but then I looked close and now I'm thinking it's actually just 32x32 after all? It looks nice, regardless.
Also the whole ice track intrigues me. I never did anything like that (and doubt I ever would) but I find it neat.
That is quite a resource pack indeed. It makes it look like a whole different game with the shaders and all.
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I'm slogging away at Gregtech New Horizons still. Finally making some real progress in terms of questbook/tech progression but it's all machine stuff machine stuff machine stuff right now. I think if I don't do something aesthetic and buildy soon I may go insane, so considering either setting up a satellite base in a different biome, or giving the witch's cottage (worldgen structure) a glow-up.
I tend to break up things like that, too. It helps sometimes. Others, it postpones something (but often still results in you accomplishing something else, so I suppose it's a net gain?).
I have a few things years (and I mean years) on indefinite hold as a result.
What resolution is that resource pack?
I ask because this particular picture caught my eye. At first I thought it might be 64x64 due to the lean in realism, but then looking closer it appears it might just be 32x32?
I was originally going say I generally don't prefer texture packs that go to the extreme on resolution in this game (though I realize that's just my preference). My "rough" preference is that 32x32 is the perfect spot, 16x16 is a bit too low, and 64x64 can look okay at times, but even that I would only like in certain styles.
So I was about to say despite my preferences, that particular screenshot looks nice, but then I looked close and now I'm thinking it's actually just 32x32 after all? It looks nice, regardless.
Also the whole ice track intrigues me. I never did anything like that (and doubt I ever would) but I find it neat.
I believe it is a x32 pack.
An ice track is a pretty fast way (in a boat) in the nether so this is my speedy overworld route back home from the far end of the chunk plaza development - to the barns behind the neighboring mountain. I didn't want yet another minecart line as I have quite a few already for the immediate area, so chose this as my express route/high speed route.
In other news, I got real motivated with the bridge and installed all the bridge lamposts on the main straight, at every other section - redstone lamps and their detectors an all - AND did all the side stair work on one side comprising of an upper sandstone upside down stair and a lower dark oak upside down stair.
I still have the entire other side to to like that and short part of the bridge that goes off in a separate direction, and all it's top details inclusing lammposts. as well as the main walkway, but it's definetly coming together.
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 don't have any plans that would warrant a major update yet; in the past I've only updated the version for major changes to world generation and/or internal game workings (I mean like block/item/biome IDs and NBT data; in TMCWv5 I even version-locked it so only worlds it created can be loaded to help prevent people from damaging vanilla worlds, by which I don't even mean "chunk walls in new terrain" but corrupted blocks and items; e.g. I merged most "on/off" light blocks like furnaces into a single block which sues metadata to determine its light level; stairs became two types per block, and so on. This may seem a bit unnecessary given that I still have 70 block IDs (out of 256) to work with despite adding over 300 new blocks/block variants (which is just "real" states, not counting states like the orientation of a stair block), as I very heavily rely on metadata, for up to 4096 unique states)>
Also, 5 years passed between the release of TMCWv4 and TMCWv5, with TMCWv4.5 being an intermediate release which added many features that were to be in TMCWv5 (which itself grew to be larger than what I might have released at the time). A lot of the changes I've currently considered involve changes to the underground, mainly more like tweaks than complete overhauls, but altering the generation enough to be an issue for existing worlds.(I did make some changes while playing on TMCWv5 but they were more local and thus could be avoided by making sure there were no changes near the edges of the generated world. This is also how I added most of the biomes that were in TMCWv1 while playing on a world without getting any chunk walls).
I've also considered adding new world types, including one intermediate between default and large biomes (2x instead of 4x the scale) and one with more ocean/smaller landmasses (as it stands, it is impossible to get a "survival island" world because the area within about 1000 blocks of the origin will always be land). These can both be added without affecting existing worlds as they would be new world types. I've also previously made some changes that could cause minor issues, such as changing the way some small-scale biome features generate so they are consistent between default/large biomes, which did affect default worlds, but only where such a biome (relatively rare) would be along the edge of the world.
I also don't consider differences in decorations, like trees and ores, to be significant - even two copies of a world created by the exact same version/codebase will have some differences due to MC-55596 (example and explanation), caused by the direction you explored the world in, among other things (this is less apparent in TMCW since I re-seed the decorator RNG after each set of features; changes to trees will not affect ores, dungeons, etc and vice-versa, unlike vanilla):
There are also some changes to caves visible from changes in low-level lava; a large cave near the lower-left becomes larger, but still otherwise the same (this might be noticeable as a 1-2 block step in the wall of the cave) and a more significant increase in the size of some larger circular rooms, near the left side (I made some adjustments to help bring the frequency of large caves/ravines closer together). Also, you might notice that only the 1.8 stone types changed; all other ores remained the same (one of the things I did was make the amounts and sizes of the 1.8 stones vary on regional scales, which I changed at some point since the initial release; I generate the 1.8 stones after other ores so the RNG state remained the same up until then):
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'm playing Gregtech New Horizons today and considering making a journal thread here. I keep journals for all my modded worlds anyway, it's already written. There's a couple of problems with posting it, firstly that the world isn't new, I'd be starting to post from my fifth "season", and secondly GTNH is a very niche interest. It's not easy to write entertaining content about spending days on end wrestling with pipes and macerators. Although there is some amusement to be had from my idiot moments as I'm a Gregtech newbie. (Did you know steam is hot?)
Currently I'm starting to work towards building an Electric Blast Furnace, as I figured out how to make invar, a key material. I also discovered today that baby skeletons are a thing and I don't like them.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
I, at least, would be interested in a Gregtech journal because I've always thought I should do a techie journal someday after all my magic journals (3 in a row now). Somehow, though, every time I go looking for mods none of the mods "grab" me, partly because I don't know what they are or what they do. Magic mods can generally be condensed into a one-line description which sounds interesting (e.g. Botania: magic with flowers!) in a way tech mods can't be, or at least aren't. So maybe a Gregtech journal would make me see things that make me say "ooh, I want to try that". Or maybe I'll see things and say "ooh, I'm glad I *don't* have to try that". A win either way!
FWIW, back in my second 1.7.2 journal (with Thaumcraft) my Thaumcraft how-tos (and, frequently, how-NOT-tos, ahem) seemed to get the most views of any of my posts, even though I never saw any comments from those extra viewers. So there at least *was* a (silent) constituency for how-tos, even with boo-boos, in complicated popular mods, which AFAIK includes Gregtech. Today, after most of these mods have been out a decade, who knows, and I'll grant there's something a bit empty about seeing a few hundred more views but not knowing what those viewers thought. My Psi posts seem to repel viewers, although I have a LOT of variability, driven mostly by how long my post is on top, and it's hard to be sure.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
And if that happens, then we just need to get TheMasterCaver to start one. I know it would never happen, but the idea of him doing a world in 1.18+ would be very interesting to read, just for the experience of seeing what he does/what he remarks on (rants about what the game is doing wrong, haha), and so on.
Even if it's not a long term commitment and more like my hardcore world which is just meant to be a smaller investment that eventually comes to a close, I'd probably be super invested in it if he played a modern version and described his play.
I'd never play vanilla though (this is even true of vanilla 1.6.4, I've added too many QoL features, bugfixes, and more), modifying the game so much it may as well be the same as my modded worlds (which do include features from as recent as 1.19, and even 1.20 if you count my feature of enabling bookshelves to store books (only normal books as they are a blockstate, not tile entity) - I may even add cherry blossom biomes). Cave generation absolutely would be completely replaced with my own, which I've been fine-0tuning for nearly a decade, as would biome generation (fun fact - even though I never played in 1.7 I actually made a "random biomes" mod, which inspired Zeno410 to make their own "climate control" mod. Another mod I made for a newer version was an "old anvil mechanics" mod which completely reverted the changes to anvils in 1.8, including the ability to rename an item to keep the cost from increasing - I'd still want that system over Mending even if Mending makes it much easier to repair items, and yes, I did play on 1.9 for a bit to see how well Mending worked, absolutely no issues at all, and before they buffed it in 1.16 so XP only goes to items that need to be repaired).
Also, many people point out things like new blocks and items as if they would interest me but they don't seem to realize just how limited my playstyle is; there is a reason why my statistics look like this; every single block listed is something I mined or crafted while caving (this includes hardened clay and packed ice, which replace all stone in various biomes as a "biome stone" variant which has the same mining properties as stone and drops the actual block and counts as such in statistics), or is indirectly associated (quartz, mined for the XP needed to make my caving gear):
Likewise, the only block not directly associated with caving is netherrack, again due to mining quartz in the Nether:
And again, all these are associated with caving (logs and planks were mostly used to make torches and ladders. Some blocks also how that I crafted them, including (mossy) cobblestone but that was to make "compressed" blocks to save space, not craft the blocks themselves (they show up as the same block since they are just different data values), which are uncraftable (IMO 1.8 ruined the value of mossy cobblestone, which I take from dungeons, by making it craftable, though you can just not craft any, as with rails, all of which came form mineshafts):
Likewise, this is from my first world (what might be called "enhanced vanilla 1.6.4" at this point), which is basically identical:
An extended list of blocks mined; even the second page is mostly caving-related blocks (one exception to avoiding non-vanilla statistics is enabling the mining stats for spawners):
In fact, if you wanted to know how I'd progress in a newer version it would be pretty much identical to my modded worlds since TMCWv4, when I added my own Mending enchantment, thus breed and trade with villagers to get it (this would be far easier in modern versions, as would enchanting my gear; TMCW's amethyst is so rare, even with Fortune (it is 4 times rarer overall and half as common on its peak layer as ancient debris, offsetting the lack of Fortune on the latter), and the inability to remove enchantments via grindstones means you don't want to risk enchanting an item, and prior to 1.7 armor and weapons can't receive Unbreaking from the enchantment table).
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 figured, which doesn't make it any less sad.
I know you tweaked thing to your personal liking which makes pretty much most/all differences a quality of life improvement, but I guess that's part of what would make it interesting just to see you log an experience of your play style through a 1.19 world (I said 1.18+ earlier, but I sort of off see half of 1.19 as "Caves and Cliffs Part III" due to the deep dark and warden so really that or newer would be the one). Like I recall you saying you go through a world "normally", beat the ender dragon, then start your mining end game, so seeing you do that in 1.19 and then maybe stopping after you have started your "end game" for a few days would be interesting to read your experience of, if nothing else. It might be interesting to see you go for netherite instead of your added tier, and then humorous to see all netherite with whatever chain, iron, or gold helmet you find (that is funny).
But yeah I don't want you do it if you don't want to. The idea is just "the forbidden fruit" because I figure you won't do it, which in turn makes me want to see you do it more, haha.
Wait... that only happened as recently as 1.16!? Since I jumped from 1.10 to 1.16 I didn't know where it occurred, but I guess I always would have figured 1.14 due to the villager trades. I guess 1.16 was because Netherite was added and it sort of needed it if they were going to make netherite a small improvement versus a long time and effort commitment to get.
And yes, that was a big quality of life improvement. I never dealt with mending in my older world, which went up to 1.10. For the most part, besides 1.7 adding some new biomes and wood types that we brought back to out older area, it's like my world stayed in 1.6 and most newer stuff was seldom explored. So when i started my newer world, and interacted with mending, I figured that was the norm. My oldest world actually went up to 1.11 for a VERY short while (to get firework rockets and shulker boxes, namely) and I started playing it to create a good all around set like I had in 1.16. prior to that I just recrafted and used unenchanted or randomly enchanted stuff in that older world. Once I did that, i was wondering why stuff wasn't really repairing at all. It was awful having to remove everything but the one thing you wanted to repair just to fix something. Glad that was changed.
Oh, yeah, not me. I know you have a playstyle that doesn't get impacted by most of the additions, and that you have the game altered around that playstyle. So I know vanilla will never have a chance to compare, even after Caves and Cliffs. At the same time, I won't deny it, it'd be a real experience to see you do it anyway, even though I know it wouldn't "win you over".
Edit: What's that block below cobblestone in your mined blocks picture? A barrel you added? It sort of looks like a bundle of sticks even.
That's a "rail block", made with 9 rails in a crafting grid and likewise uncrafted into 9 rails, as you can with iron, coal, etc, and mainly added so I can compactly store all the rails I take from mineshafts (on a few occasions more than 1000 in a single day); they also have a custom block model so they appear as a stack of rails with the length and width of a rail and oriented in a similar manner when placed (the ones in my first world only work with normal rails and use a full cube model with the top texture on all sides, which was the original version added in TMCWv4):
I also added "cobweb blocks", crafted with 4 cobwebs, for a similar purpose, though they too have other uses, even besides just decoration (they are semi-solid in that you sink into them, but not all the way, from any side, and slow you down in the same manner as cobwebs):
This also shows the original rail block texture (as still used in my "World1" mod, to which I added both of these first):
While I also use these in my first world I don't use them for permanent storage, only while caving and temporary storage at secondary bases, to avoid having persistent modded blocks in the world, but this does mean I need a lot more space for rails in particular (a single double chest can store 3456 individual items or 31304 items crafted into blocks of 9 each). The blocks in my first world are also not able to be crafted back into items, only broken by water, even including the "compressed (mossy) cobblestone" blocks (I do find enough dungeons in even one "caving trip" to warrant the space savings).
An example of the resources I might collect over several days, including 684 rails stored as 76 rail blocks and 184 cobwebs as 46 cobweb blocks (second to last row); I hadn't added compressed mossy cobblestone yet, with most of a row dedicated to it (otherwise, it could be stored as 104 blocks plus 2 extra, taking up 3 slots instead of 7). The instant health potions came from witches (which do not naturally spawn in 1.6.4, I added them at the same frequency as since 1.7; I collect the potions as trophies, much like music discs from creepers (not dungeons, except in modded worlds, where you can find every disc):
A more extreme example after I'd explored a complex of 9 intersecting mineshafts, with a total of 2739 rails and 985 cobwebs collected, which would require more than a double chest (58 slots) if not crafted into blocks, instead of the 11 seen here (the savings becomes greater as more slots are filled due to partial stacks and loose items making up less of the total; when returning to my main base I'll leave such items behind to maximize what I can carry if I don't have enough space, bringing them back on the next trip, or even less often):
This is also why consider the block of coal to be one of the most significant additions to the game, as prior to 1.6 I only mined what I needed and it currently makes up about 2/3 of all the ores I mine, or nearly tripling the total extracted from the same area when subtracting what I needed, and nearly as much when factoring in the time spent on mining ores (about 10% based on the mining speed of an Efficiency V diamond pickaxe; in TMCWv5 I added a "vein miner" enchantment that mines up to 8 ore blocks at once but the overall rate at which I collected ores, including new modded ores, if generally rare, was only about 5% higher).
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'm only seeing stuff that makes me intrigued in seeing you making a similar post about your results from a try in 1.19, haha (I know, I know).
Interesting with the rail block. Even if I had realized that was a "stack of rails" at first glance, my thought would have been that you just made multiple rails look like that, not that you actually added a block.
Speaking of compacting blocks, I've recently began compacting bone meal into bone blocks and only now do I find this feature useful because it will allow me to compress materials for making white dye and their associated blocks as well as farm moss blocks for making mossy stone block variants.
Each bone block being worth 9 bone meal means 3 stacks of bones are worth 1 stack of bone blocks,
as 3 stacks of bones are worth 9 stacks of bone meal, meaning we save 3 times the space by converting bones into bone blocks.
As an added bonus I suppose I could build a pseudo dinosaur in the museum build I said I wanted to do.
My method of gathering bone meal is sorta dangerous, as it means fighting Wither Skeletons in a Nether fortress,
but it is worth the trouble. I could do composting to get bone meal instead, but that takes too long and is an annoying way to farm the material,
the reason composters exist is obvious, it gives players in peaceful difficulty access to renewable bone meal other than killing fish, but I wouldn't say it was efficient, even hay-bales don't do a 1 to 1 conversion of bone meal even though they are worth 9 wheat each. So I turn to killing Skeletons as my go to method of mass gathering of bone meal, as is often the case, the classics are the best.
Haha, yes. Master Caver, we understand you'd be really frustrated playing 1.19. But it would be a very entertaining *journal*. Of course, I went back to my own mods after 2 episodes on 1.19, so what can I say?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
At the same time, I've often wanted to see somebody play as I do, but evidently my playstyle is not very popular and I've only seen a single forum user play on my mod, 6 years ago; there is also a short "series" on YouTube where somebody made a few timelapses, mostly spent building a house which could have been done in vanilla (the most interesting part to me is the caving they did near the beginning of the one shown, as well as how they managed to figure out how I prevented TMCWv5 from loading older/vanilla worlds to prevent corruption due to changing block/item IDs and NBT data formats, which likely led to some errors in the game output and some missing entities (vanilla 1.6.4 is likely to crash and/or reset chunks but I made the error handling much more robust). The files for statistics (which were global back then) and options.txt also use custom names):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2803807-mhyrohs-tmcwv4-world-journal
Somebody else also recently PMed me and said they wanted to try my playstyle on first vanilla then TMCW but I haven't heard back from them (I suggested that they just go straight to TMCW for the better experience; naturally, I was hoping they might make a journal to document it). Another person said they played in a similar manner as myself and had a blog for past worlds, but evidently not on the forums.
Either way, I don't see myself playing on newer versions any differently; if I were to ever find any new structures, like mansions, I'd do so by exploring a large enough area while caving to happen across one, not by using a structure locator map; elytra don't interest me given their limited use underground, even in larger caves, and loss of protection and having to carry another item (I'd definitely wear a helmet as part of my normal gear to offset "armor penetration", which enables creepers to one-shot you even in full unenchanted armor on Normal, as opposed to being able to survive with 2 1/2 hearts on Hard before 1.9. I did nerf player armor in TMCW, from 80% to 66.6%, but I also reduced the peak damage dealt by creepers from 49 to 36 (I also modified it so it falls off with distance at a slower rate, and they continue moving during their countdown, as they used to be able to do).
Also, shulker boxes would eliminate or greatly reduce the need for secondary bases, which I never made in earlier worlds because back then I used a backpack mod, with multiple double-chest sized backpacks to carry the resources, including not bothering to smelt iron and gold until I returned to my main base, which had a large furnace room as a result (nowadays I periodically set up furnaces in a safe, marked location and continue exploring nearby while they smelt, which is why my stats show I've placed/mined so many):
My survival journal for "double height terrain", with the same underground depth as 1.18, while caves were more similar to 1.6.4 and ores were simply scaled up (I named the world "World1v3" as it reused the seed for my first world, with various changes, hence why there wasn't a village at spawn, and was the second such world; notably, the world that became TMCWv1 was originally named World1v4, with the name of its namesake mod coming later). This world is also interesting in that I started caving before I made all of my caving gear, or went to the End, as I've done for most of my worlds since (the amethyst gear is from another mod; the items in TMCW are basically a port of it with different textures/stats, I also later added the block of charcoal. Amethyst ore itself is actually my only "Forge" mod, made with MCreator and dropping the item ID for the amethyst item, which the mod had you craft with emeralds/red dye/quartz/diamonds):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/295539-so-i-decided-to-start-over
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I've considered giving your version a try a few times, but there's a couple reasons I think I never have.
It ultimately comes down to two things, and maybe a third.
I'm type of player who tends to commit to less worlds as opposed to more, probably not unlike yourself? It was already a lot for me to start a "second main" world, and now I have a hardcore world on hold. The latter is definitely something I didn't intend to stick with long term anyway, so that's fine, but it's still there and unfinished for now. In the meantime, I'm more invested in my main worlds (doubly so as I'm creating a story for them now).
I also have a play style that is... well, I wouldn't say opposite of yours since I love caving and doing the regular gameplay motions for things as opposed to "farming" for them, but I still probably have a more casual play pattern compared to you, and it definitely leans less into caving and more into building. So even if I did give it a try, I probably wouldn't be approaching it entirely like you're wanting to see.
I never looked into setting it up either, so I'm not sure how involved it would be. For all I know, it's not even something that takes any time or effort at all, but considering how much editing a resource pack for every update wears on me, I've fallen into quite a procrastinating slump with this game at times.
If anything, 1.18 itself lead me into a caving play style for a while. For a while, that was about all I was doing. My "second main" world is FAR less built up. In that world, my main village is something I really like a lot, and my overall progression is rather good, but the world state itself is nowhere close to that of my original. Granted, my original is also far older, but even factoring that I think I'm way behind on the newer one. Instead, more time was put into caving as opposed to building in that world.
I was very glad of the bone block addition in 1.10 because I used to get all my xp from a skeleton dungeon grinder. I was drowning in bones back then. Now I just have a couple of double chests of bone blocks in my bulk storage.
Composters... ehh. I mostly keep them around so I can dump spare seeds in after harvesting my wheat fields. I also dump the fungus blocks from farming the nether mushroom trees. I forget what they're called, those fungus blocks. Netherwart blocks and what's the other again, warped wart? They have a better bonemeal return per item than the wheat seeds but it still wouldn't generate enough to build anything large from bone blocks. Skeletons/wither skeletons are a better bet indeed.
If you do build a dino skeleton I'd love to see pics. A museum build has been on my personal wishlist for my vanilla world for ages but I never got around to it.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
Wait, I had no idea you could turn bonemeal into bone blocks. I thought it was a one way process, and that maybe it was a bedrock only feature, but I just tried it and it works. Then again I seldom had a need to do it before so maybe that's why I never tried. Good to know, though.
In my main world I'm still distracting myself from getting the hotel kitchens done by doing other little jobs. I do still have the new bridge to continue however towards beta spawn and what will be the new bell tower there.
I did go into a copy of my world however and started laying out end rods in the station for the ice track, just to see where I'll place them, how far apart and that sort of thing. Planning ahead. In the actual world I was going to plant glow berries all way alonng the tunnel roof of the ice track, so one night I just bone mealed a tonne and just went and did the entire tunnel. It turned out to be a short lived idea however.
I expect torches to melt ice, candles, lanterns that sort of thing as expected but really didn't consider glow berries to do the same. Yes it's light to but in the others light>heat>melt suprised as berries wouldn't procuce heat but I guess it's generally light so logic goes. In the end, after doing all the ice tunnel I had to very quickly go ripping them all down!
I am adding these structural supports however:
I have also lined the entired edge of the track with smooth stone, sinishing tonight, and added stone brick wall rails all the way along to control sliding off track:
Now I've just got to figure out how to get the boat up the ice on the way back down the tunnel to the station. It might be something as simple as a piston in the middle with a level next to it, so I don't have to get out the boat like I'm currently doing.
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
cool
I tend to break up things like that, too. It helps sometimes. Others, it postpones something (but often still results in you accomplishing something else, so I suppose it's a net gain?).
I have a few things years (and I mean years) on indefinite hold as a result.
What resolution is that resource pack?
I ask because this particular picture caught my eye. At first I thought it might be 64x64 due to the lean in realism, but then looking closer it appears it might just be 32x32?
I was originally going say I generally don't prefer texture packs that go to the extreme on resolution in this game (though I realize that's just my preference). My "rough" preference is that 32x32 is the perfect spot, 16x16 is a bit too low, and 64x64 can look okay at times, but even that I would only like in certain styles.
So I was about to say despite my preferences, that particular screenshot looks nice, but then I looked close and now I'm thinking it's actually just 32x32 after all? It looks nice, regardless.
Also the whole ice track intrigues me. I never did anything like that (and doubt I ever would) but I find it neat.
That is quite a resource pack indeed. It makes it look like a whole different game with the shaders and all.
---
I'm slogging away at Gregtech New Horizons still. Finally making some real progress in terms of questbook/tech progression but it's all machine stuff machine stuff machine stuff right now. I think if I don't do something aesthetic and buildy soon I may go insane, so considering either setting up a satellite base in a different biome, or giving the witch's cottage (worldgen structure) a glow-up.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
I believe it is a x32 pack.
An ice track is a pretty fast way (in a boat) in the nether so this is my speedy overworld route back home from the far end of the chunk plaza development - to the barns behind the neighboring mountain. I didn't want yet another minecart line as I have quite a few already for the immediate area, so chose this as my express route/high speed route.
In other news, I got real motivated with the bridge and installed all the bridge lamposts on the main straight, at every other section - redstone lamps and their detectors an all - AND did all the side stair work on one side comprising of an upper sandstone upside down stair and a lower dark oak upside down stair.
I still have the entire other side to to like that and short part of the bridge that goes off in a separate direction, and all it's top details inclusing lammposts. as well as the main walkway, but it's definetly coming together.
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
Just locked all villagers in their houses by placing a grass block on their stairs. Try to reassign job sites and beds.