Yes, all of that sounds expected. Modern CPUs have many cores and even more threads, but most games don't parallelize well. It's why you won't see high overall CPU use most of the time in most games. You need to look at per core utilization. If overall use at 8% but one core is at 100%, that's still a CPU limitation.
From how you describe it, Bedrock doesn't sounds too dissimilar from Java. It actually almost sounds identical to the letter, like it has almost all of the same performance drags that Java does. I imagine the one big difference would be Bedrock loads in chunks much more smoothly, and the resulting "performance is better at much higher render distances" gives the impression Bedrock is just better overall (when it might really just be that one thing primarily, but that one thing is super important). I see the same thing otherwise; CPU use gets higher when loading chunks in, but once they are settled, it's just a core or two under load. You can't force parallelization in games for a linear gain in performance regardless of the situation, but a lot of people seem to think that. They look at low overall use on modern CPUs with a lot of cores, they seem to think it's some magic fix if those were used, like the developers are bad if they don't use all the cores. It irritates me, honestly, and I'm not even a developer.
As for what I did, I have two things to announce.
The first, and let's start with the bad? I lost a lot of progress on my story. I'm good about backing stuff up, but backing things up is always a balance of time/effort versus risk. I have the already written chapters fully backed up across all of my drives, but the currently chapter I'm writing is always just on my single local drive until then. Well I went to copy it to another device to do writing there... but I moved it instead of copied it. I never ended up doing writing on the other device, so I just deleted it, intending to continue on my primary device... where the data actually no longer existed. So it was all my fault. Honestly, I still had a lot of writing to do... but it's still a motivation killer.
The other thing I did was more progress in my hardcore world (a result of the above, partly).
One of the first things I did entailed the staircase in my trading hall. Originally, The ground floor goes down to a below ground level. This is with a large open staircase, as the area around and behind it was originally going to be used for villager spots. But I ended up not needing anywhere near that many, so I just... didn't use it besides some decorative armor stands. I always wanted to put something else back there to justify it more, but never had a need for anything... until now.
No, it's not a swimming pool. The ore blocks I was collecting? I'm going to make a sort of display room for them. I'm going to make the floor of a cave here displaying all the ores, with glass over it.
And off to the right of this room, I have another trophy room of sorts, currently for the dragon egg.
So I got a display spot for that finally. Maybe one day, I we get an end update, this too can finally get some use? I'm not saying it has to hatch a dragon, or that it needs one, but I wouldn't mind if some use was given to it one day in an end update.
I still need some ores for the ore display room. Namely, the elusive deepslate emerald (the rarest), but I also still lack regular stone diamond (the second rarest). I've found the latter before plenty of times, but I always mined it before. I've never found deepslate emerald ore (not in this world anyway).
So I decided to go caving. I have a number of mountains around me.
I found this picture pretty as the sun was coming up, although I'm not sure why the beams were differently colored?
A few posts back, when I said I did some of my first "caving for caving sake" adventures, some of those expeditions actually led me some distance. I'd find I'd come up at times in places quite far from where I started. One was around the larger mountain just North of my village, but I never actually start there, so I decided to do that. And... I found this...
Teal wool in the depths!? That means an ancient city!
Well, that won't give me deepslate emerald (it only generated to just below the start of deepslate, which is why it's so rare). But I decided to do this. It's been on my list for too long.
For whatever reason, I chose to start with this one as opposed to one under my village (I'm sort of considering leaving that one unexplored, but I'm not certain yet one way or the other).
Here's how pointless an ancient city becomes with night vision potions.
Fair enough, my fault for choosing to use them. I'll do another ancient city later where I don't. Now this would be more like it.
One of the the most intense experiences this game can offer is doing an ancient city with some restrictions, such as no visibility where there isn't light, and not using wool to bypass the skulk sensor abilities. The first time I did an ancient city, it was with shaders and I played with those restrictions, and it was exciting.
Here's a video from my "second world" (newer long term world) showing a cleared ancient city, and then another right next to it that I haven't started yet.
Uh! I need to rewrite that lost progress and then finish it, because I want to move on to show this world for my story too. Also, if not cute, why cute sounding!? I mean, not the thing you hear there (the sculk shrieker). That thing is terrifying! But the sculk sensors alone sound friendly and I find that funny, haha.
But for now, for this one, I continue with the potions I have on me.
Yet another iron ore vein. A this point I'm exhausted of seeing and finding them. I'm doubting how rare these are supposed to be...
Quite a bit of diamonds, too, although to be fair a number of them are at high altitudes and I wouldn't see them without the potion.
Here's my first ancient city chest. Nothing too exciting, but there's still many more to check.
Here we go.
Not the newer, rarer trim, but one of them, and another music disc (collecting all of these is another goal of mine in this world, eventually).
Two or three spots have access to cave systems so while mobs don't spawn in the deep dark (which includes ancient cities), I need to be careful around those spots.
I eventually get enough books for Swift Sneak III, so I head back and add that. One of the odd things about me is I will put enchants on something in a given order if given the choice. Like TheMasterCaver with his helmet, this is just one of those "things" with me. So I remove all enchants with a grindstone and add them anew. I go from 116 levels down to 71. Not like I have another use for them, though.
By pure accident, I managed to get this coveted trophy:
At first, I was surprised because I knew I had explored a frozen ocean before. However, what I only realized in hindsight was that deep frozen oceans are treated as a separate biome! And alas, the final one I needed to complete this achievement. This location, as it happens, instantly resonated with me, and I chose it for some opening scenes of my next survival saga...
...But that's all for another day.
Rollback Post to RevisionRollBack
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 don't yet have that in my hardcore world (I got the nether equivalent), and I was hoping I might randomly see it after doing all of the flight I did to fill in maps (I have a 5x3 map of fully zoomed out maps filled so that's a lot of land). Given much of that area was either temperature or warm (but lacking deserts in the warm ones), I figure I'm mostly missing some of the cold/frozen biomes. But I want to say I should be close otherwise. Perhaps I should seek that out, but not allowing myself access to third party/outside the game methods, I'd be relying on having been in all biomes a bit blindly.
I have it my second world, and it was interesting ontaining it. I was intentionally trying to get it and checking what biomes I had already visited and seeking out the missing ones on an UnMined map, and I expected to get it going into a mushroom island... yet I didn't. I didn't think much of it at the time, which happened to be right after updating to 1.19, so you can guess where this is going. My first trek into the deep dark is what got me it.
Also, I "finished" (mostly) the ancient city in my hardcore world. It feels like far less of an achievement because I did it with night vision potions, but I'll be doing another later without (I sort of want the "silence" armor trim anyway so this gives me an excuse to seek more out). I got seven enchanted golden apples in total from it, the "ward" armor trim, the "otherside" music disc (there was at least one or two others but I skipped it as I had it already), enough broken music disc pieces to make the one it crafts into (and about half of another), the "swift sneak" enchantment (just shy of enough to get three level III books), and in particular one chest alone had four enchanted golden apples. I'm not sure what the actual odds of four in one chest are but I'm presuming "rare but not as rare as it sounds" since I think they have a greater chance of being found in ancient cities.
I have yet to experience a naturally summoned warden and I hope to goodness my first time doesn't happen in this world.
I want to get all the music discs too. I think a good number of music discs come from "let a skeleton kill a creeper" so maybe I should try and get those. When 1.18 first released and I was playing that in my second world, I was having so much fun caving and that happened a lot there, that I think I have most of the discs that way. But in this (hardcore) world I think I only have about four discs (cat, 13, otherside, and the one crafted from the broken pieces). Having to go into bastion remnants has me absolutely terrified, though. Funny that ancient cities were doing the same but I knew that was half from a "tense experience" and less from any real risk or danger. But bastion remnants terrify me.
After some disappointment from a few failed attempts, I finally figured out what i needed to make a custom panorama.
Namely, this is for my hardcore world of Azura (which has its own profile). I wanted to give it a more customized title screen tailored to the world. In doing that, I also found out that, apparently, the game will use your name for a splash screen. I'm more shocked I never saw (or noticed) this before now, given how many times I must have seen the title screen.
I like this panorama because not only does it show the specific world this profile is for, but it has a good representation of "modern Minecraft" in general. The cherry trees of 1.20 are still prominent, as are the tall cliffs of 1.18, and there's mud stone bricks from 1.19's mangrove swamps. Lesser inclusions are from some versions back, as behind me is a beehive from 1.15, and of course this is in my village, somewhat hinting 1.14. Not pictured, but a large ocean is beyond the edge of the cliff too. So I feel like it's a neat coincidental nod to most of modern Minecraft's new features while still showing off my home in this world.
And yes, you may notice it's not entirely the vanilla look anymore. The resource pack is, but I've extended the shown shader to the world.
The location of the panorama was at the path split ahead.
Now that I've finished the ancient city, I mostly feel like all the "major" check list stuff is done, so I feel like I've fully, formally reached "post-game" without a doubt, so I've allowed myself to use one now to freshen up the world.
While my preference is generally for BSL, I decided to use a different one for this particular world. Namely, Complimentary Reimagined for the clouds, as I felt this represented the default look well. (Please add these BSL!?) Unfortunately, the lack of anti-aliasing (or at least, lack of anti-aliasing not counting FXAA) was disappointing to discover. (Please add TAA to Complimentary Reimagined!?)
Funny enough, I'm just most excited about the sky in general. The default Minecraft sky is so pale and bland that it alone makes the game feel less warm and more lifeless. I was contemplating using a sky texture only long, long ago but never goot around to it (I never came across one that felt like it fit the normal look either anyway; most of them were too fancy or leaning towards realism).
I made a few changes to the village and surrounding area.
One was to extend a path that ran up to the edge of a cliff and make a new staircase and entrance spot. I also added a few more trees, both on the other side of the path, and the very opposite of the mountain in my village (immediate right in the next picture).
I'm not too thrilled with how slow the day/night cycle are with this shader (it's much faster in BSL). But once it's fully night, it looks nice.
I added a barrel in the "Shrine of Azura" (yes, I've decided on what to call it, haha) for some emerald storage. This way I don't have to run to either the trading hall or house for resources if I ever want to adjust the beacon abilities (though I won't be often). A villager happened to claim it eventually, which is nice because it extends the village a bit more, meaning more safety. More golems this way, and a pushed out point where pillager patrols can spawn.
Lastly, I began putting in the ore display. I'm still lacking stone diamonds and deepslate emerald, but I had the rest. I was originally going to do a more random/natural looking floor, but I decided to just do it more structured since I felt it would look less satisfying that way due to the small size/large or count (I had much more than this, but went with two each, besides the nether ones which I went with four for some).
The "glowing ores" is only for this screenshot. As is the connected texture (glass) for visibility for the picture.
I was thinking of doing lava between both but made it water at the last minute. I also hope this lava can't catch the wood floor on fire...
I had to remove some glass and add a second layer underneath after looking up spider spawning and finding out that, yes, they don't just fit in one tall spots but can spawn there too. So I filled it with glass instead of it just being a top layer.
Princess Garnet - That hardcore world magma cube kill count is shocking. I've killed 574 in total in my main world and that's over YEARS. Memo to self - don't set up any Nether bases in basalt deltas.
Regarding title screen customization, I've got my own entirely personalized version of splashes.txt heheh. There's old silly quotes from server chat and such ("omg how much fish did u mine?"), meme stuff ("*ding* gregification score increased by 1") and references to the lore/history of my main world. How did you make the panorama? I would be interested in giving my world a panorama of its spawn...
Regarding resource pack versus vanilla textures, I play with John Smith Legacy almost exclusively but I'll switch to vanilla when building, plan builds with a vanilla mindset and I try to take any showcase screenshots in vanilla too. My experience has been that if a build looks good in vanilla textures, it'll look even better in a fancy texture pack, but a build made with a fancy texture pack doesn't always look good in vanilla. Texture packs can cover up deficiencies such as a lack of detail, texturing and so on.
I'm lucky that I'm so stubbornly in love with John Smith because it's one of a very few from the old times that still gets updates. I struggle to think of others offhand. Dokucraft still has a community maintaining it, I think.
I wasted a lot of time a few weeks ago on sniffers only to find they give nothing but decorative flowers. Which my friend very maturely started pretending was marijuana.
Otherwise, I've teamworked my way through a bastion without proper armour or weapons, dug up lots of ruins or whatever you call the brush stuff, and I guess made a mine?> Normal things?
@TheMasterCaver in support of your view that minecraft should be mining crafting first, I realized that the advancement system in recenter java puts all the mining and crafting in the main Minecraft tab and everything else in other tabs. So that's cool neat
...But my reply mentions a few other things I did that the first post didn't mention (plus another thing that tripped me up), based on what I found from a second result here on the forums.
I also plan to do this on my oldest two worlds but haven't done so just yet (I actually tried in my second world but there was yet another mismatch on seams and I'm not sure why there, but I plan to ultimately do it in a different spot than the one I attempted it in anyway so i didn't bother investigating it).
Between caving (which I've been doing a lot lately), I was at home refreshing my inventory, and a thunderstorm started. I've been accumulating a bit of gunpowder from creepers in my caving adventures, but I felt this would be a good chance to get some while I was waiting on stuff to smelt anyway.
After playing for a bit over eleven years, I finally saw it...
Yes, this is the first time I've seen a charged creeper in-game. I could have done something to encourage one to happen if I really wanted to, but I never had a real need for one, so it took this long for me to see one naturally. At the same time, it was so elusive to happen naturally, and I'm glad I finally saw one.
In a funny and anticlimactic twist, said creeper died to one arrow (sometimes they do, but more often it's two, so I use the arrow to weaken them, and then use the sword with looting for more drops since I don't think the sword can reliably, if ever, kill them in one hit anyway). I did this to avoid damaging the terrain. See that other creeper though? Yeah... it happened (and it was right around where I'm looking, just between that skeleton and the charged creeper). Thankfully not as big of an explosion, though.
On one hand, I really want to observe how much of the caves around my village I've explored, because I'll go underground at times and come up way, way, way far away. But I'm not allowed to gain information I shouldn't have so I can't really check in in spectator mode or look at map programs, so I guess I have to wait until I end up failing and dying in this world. It's probably not as much as I think, anyway.
Probably a good call not going for a head drop given that you're playing hardcore. I've had those guys take me out through full ProtIV diamond before (admittedly I was kiting it out into water to try and get it to KO a skeleton, and wasn't using a shield because I'm an idiot).
Oh, I wasn't even thinking of the head. I always forget those exist since I just have no interest in them.
I just wanted to be able to say I killed one melee.
Given how much of a non-issue creepers are unless they actually blow up on top of you, I'm wondering if even this would have been a risk anyway. Taking back to back creeper attacks (I think once it was three in a row, one after another) and then looking and seeing you're still at like 85% or 90%+ health... just makes them feel like a non-issue unless they happen to be right on top of you. Worse that the shield just negates it all entirely too. It should reduce it by half or so and take a massive durability penalty doing so.
I finally got a trident... not that I really need one. I just wanted to add to it to the list.
I found a rather wide and deep portion of a river, which took some searching, and it ended up being about halfway between my village and the stronghold (the latter of which I still need to do).
I did it in two parts, having to go back for more water breathing potions (not essential, but given how much of a grind a trident can be in Java, I felt these were worth it for this task). During the second part, these joined me.
I finally got it shortly after. Good luck llamas?
At the same time, I figured I'd do the crossbow too, especially since I needed some (well, one) missing enchantment for the trident. So I decided to do something with those four empty spots in the trading hall, and I may as well given they change soon and said trading hall already exists in this world.
The four on the left on the bottom floor are the new additions. I needed loyalty for the trident, and the furthest two are piercing and quick charge. I... can't remember what the second closest is? Impaling maybe I know I didn't need it since I had a book with it already, but I had no trader offering it so I think that might be what it is.
I also settled on the last one. I wanted Quick Charge III but settled with Quick Charge II, and just combined them. Really, I shouldn't need most of these in a recurring fashion anyway.
To get them, I had to set the old beds back up outside...
And I also realized my village seemed just short on villagers versus professions. Normally I would like this balance as opposed to not enough professions in a larger village, but the latter might be slightly preferable in its own way for smaller villages like this as it ensures things are always lively as opposed to the "village" losing size (which impacts where illager patrols spawn and golems patrol). Namely, the livestock yards to the South of my house have no claimed presence. Well I wasn't planning on new construction or extension of my village, so i wanted a place to add some more beds. All of my houses (besides the one that serves as my own) has four beds, except for the two houses like this.
Despite being "two story" it's only one internally, and that raised part is cosmetic for building profile. Functionally, the house would be the same with a "plus sized" roof shape. Here's how it is internally.
Well it's too small to make that a functional second story (with stairs instead of ladders anyway, and without ruining the internal space), so I did the opposite.
I've done similar in smaller villages in other worlds when I want a simple way to boost bed count without just spamming them nonsensically (I'm a builder, so form plays a big role for me and not just function).
I still need to decide what I want to do with spawn, as well as the stronghold, but I'm increasingly feeling accomplished. I said before that I wasn't just surviving, but thriving. Now I feel like I'm flourishing, despite not yet having multiple locations built up and networked.
I of course plan to continue developing the world, but the thought has more been entering my mind to consider spinning up another hardcore world. Yes, another one. Normally I don't start new worlds often, but I will if it will provide a unique purpose, and this one would. It would likely have even more restrictions in place than I've set for myself with this world (likewise, I'm thinking of allowing myself the use of third party external maps on my existing one, solely because I've put the work in to map most of what I've likely generated anyway, but I will only be able to observe the surface because "cheesing access to information I shouldn't have especially underground" is staying off limits). If I do start another world, I've been toying with things like no enchantments, no potions, no villager trading, and no maybe even no shields (and obviously no totems), or some combination of these. I'm also considering the "vanilla tweaks" that makes a light level of 0 actually completely dark (at least underground). No enchantments would make netherite woefully borderline not worthwhile but that might add to the fun. How long can unenchanted diamond fare with no shields in caves versus creepers? It would make it risky, for sure.
@ Princess Garnet, I have a question if you don't mind. You first started playing in 1.2, correct? Did you beat the Ender Dragon back then? I didn't fight it until 1.7.10 for complicated reasons and always rather regretted that I didn't experience the original. If you did fight it before 1.3, what was it like? I've been toying with the idea of having a go at it in my Tekkit Classic world and am wondering what I'd be in for.
On topic: I love your house builds. They have such a cosy feeling, they make me smile whenever I see a pic. Kinda want to steal those big beds, not gonna lie.
My memory isn't exact from back then, but I can use some other events to try and narrow it down.
I started in 1.2.5 yes. Multiplayer was added in 1.3 and came a few months after I started playing, and between 1.3 and 1.5 especially, I had a number of other players in my world at various times. Namely, my memory is telling me that I defeated it solo before I was ever playing with other players, so I believe I have defeated it in 1.2.5. If not it was definitely in an earlier version (likely 1.3 at the latest) which would have been well before it was ever changed.
But while some of the dragon fight has changed, it's not so different, is it? The only changes I'm recalling are that it now has a breath attack and comes down and "perches" above the portal (and I'm wanting to guess this happened in 1.9 or thereabouts?) but other than that, my memory is it wasn't so different then compared to now? I don't remember if 1.2.5 and 1.3 had any differences (not major ones, anyway). At least, I've personally approached the fight the same way my first time as I did my last time, and it works, so if there's more mute differences, my aloof attention hasn't noticed them. So sorry to say I might not be able to answer you if there were smaller changes back then since I'm unaware of them offhand.
And aw, I'm thrilled to hear the pictures make you smile! Like, that really excites me. I try and include a good balance of pictures without overdoing it.
And those beds are possibly the oldest style bed I've ever done, simplified even. I have some others, namely in other words, but yes they're mostly always double beds (double benefit of them is when it's in a village, which I tend to have me "base" in, it gives the villagers more without me having to spam houses, and since I build larger houses this works better).
@ Princess Garnet, I have a question if you don't mind. You first started playing in 1.2, correct? Did you beat the Ender Dragon back then? I didn't fight it until 1.7.10 for complicated reasons and always rather regretted that I didn't experience the original. If you did fight it before 1.3, what was it like? I've been toying with the idea of having a go at it in my Tekkit Classic world and am wondering what I'd be in for.
On topic: I love your house builds. They have such a cosy feeling, they make me smile whenever I see a pic. Kinda want to steal those big beds, not gonna lie.
As Princess_Garnet mentioned, and the Wiki indicates, the Ender Dragon was virtually unchanged from when it was added up until 1.9; if anything, it was vastly easier to beat it before 1.3 due to a quite interesting bug where it could deal no damage to the player after being damaged itself (or damaging the player, not sure which); I'm not sure what versions it affected or how consistent it was (all the time, sometimes?) but the Wiki says it was fixed in 1.3.1 and I found a comment from when 1.2.5 was current (many of the other comments on the thread also say it was very easy, just tedious, which I agree with - I just spend most of the time waiting for it to decide to charge so I can shoot it in the head with a Power V bow):
1.3.1 12w24a The bug in which the ender dragon would be unable to damage the player after the player was attacked once has been fixed.
@Moranic Actually, once the Enderdragon is damaged from anything, including a fist, the Enderdragon can no longer damage you even if you have no armor on at all. It is a current bug that is going to be fixed when 1.3 comes out I believe.
Note that as another comment indicates, and my use of a Power V bow, melee attacks are highly unreliable due to changes made in 1.3 (most likely due to client-server update latency, most noticeable with fast-moving entities, e.g. you swing at a baby zombie but it is already quite a bit closer on the server, hence you miss and it attacks you. Also, prior to 1.8 Sharpness was useless against the Ender Dragon (contrary to the title Power does work, as mentioned in the description, in any case the average of 20 damage from Power V is higher than any sword).
Also, another interesting aspect of the old Ender Dragon is that you can damage it with snowballs and eggs since hitting it anywhere except for the head scales the damage by (damage / 4 + 1), i.e. 0 / 4 + 1 = 1 (a similar bug causes mobs like silverfish to deal more damage on Easy than Normal since Easy scales the damage by (damage / 2 + 1); both of these have long since been fixed, though interestingly snowballs from snow golems can still damage wolves as of 1.20).
The number of pillars on the island is also random (20% chance per chunk) and is unaffected by the seed so they will be different every time.
@Princess Garnet Hm, well, maybe I'll have a go at ye olde dragon soon! Vanilla style, taking nano armor/jetpack/mining laser along would make the whole exercise somewhat pointless.
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I played a little Tekkit Classic last night to take a mini-break from my Tree Spirit Challenge. Which is rather amusing when I think about it, since I started playing Tree Spirit Challenge to get a break from Gregtech New Horizons. Anyway - dug a 5x5 vertical shaft to y11 and built a traditional water brake at the bottom so I could get down safely. Good grief I forgot how much of a pain it was with old water mechanics.
To entirely prevent fall damage, two layers of water suspended over signs. Which don't stack in 1.2.5, and you only get one from the recipe, not three. So crafting and placing twenty-five signs under those conditions was fun.
Next, water doesn't form sources unless it's over a solid block, so getting two consecutive layers of floating water sources also requires a lot of placing and removing of temporary blocks.
Waited for dawn before I tried it out for the first time. Didn't want to risk having to make a Walk Of Shame back to the desert base in the dark to retrieve my stuff if I went splat! Thankfully, my memories were accurate.
I decided to look for a stronghold in the Tekkit Classic world. Unfortunately I don't appear to have any blaze rods/powder in storage. So first things first, I headed to the Nether.
Fighting ghasts/blazes with a Balkon's blunderbuss purely for the comedy. It's horribly inaccurate and takes ages to reload each shot but as a counter-argument, BLAM! Tally-ho.
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It's that way.
It's here.
Didn't have to travel a long way, it's just the other side of the desert.
Ahah! Dug right to it. I don't have enough eyes on me to light the portal. I'll have to spend some time hunting Endermen for more pearls, or just dupe them with ye olde EE2 Energy Condenser I suppose.
Blunderbuss was fun against the silverfish as it takes multiple silverfish out in one shot (if it hits!). I haven't broken the spawner yet though I probably should.
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I poked around for awhile. I doubt there'll be anything in here worth looting since even enchanted books are only a thing from 1.4.x onwards, but I'm curious.
Glitches of old Minecraft invoke an incredibly creepy feel sometimes. THE TORCH GIVES OFF NO LIGHT THE TORCH GIVES OFF NO LIGHT. herobrian is in my pc rite now guise im super scared
I thought I was hearing an unusual amount of spiders. Got a mineshaft/stronghold combo.
Though I'm surprised by how many things I spot that are different in your pictures (the end portal frames look like enchanting tables now?). I've done a bit to keep some of the things looking as they used to in older versions and it must be more than I thought. Explains why each version update is always a chore and I procrastinated with it.
I remember liking the netherrack back then, and it was definitely better than the awful default look... but yikes, that looks harsh against modern versions. When I updated my oldest world using that resource pack from 1.10 to 1.19, one thing I did was customize the netherrack by replacing it with the one from Depixel (if you're not familiar with this one, it's basically like Faithful and a higher resolution default). While it's a slight style mismatch, even the John Smith netherrack looks far too harsh in the new nether so it looks better to me regardless.
Still definitely my favorite texture pack of all time despite it not being perfect for everything, and I'm always happy when I see it.
And yeah, the lighting bug in old versions was annoying. New versions actually fix older issues like this all the time and it's always odd going back to older versions and going "wow, we used to deal with this?" I'm not sure when the lighting issue was actually fixed because I remember it being addressed more than once and it still persisted to some degree until finally it didn't. It's definitely not an older thing I miss.
Though I'm surprised by how many things I spot that are different in your pictures (the end portal frames look like enchanting tables now?).
I frankensteined this texture pack together. If there was ever an extant fully compiled John Smith pack with mod support for 1.2.5 I wasn't able to find it. I discovered a Github repository containing many very old John Smith modded textures and backported them to 1.2.x myself. Railcraft was a nightmare since the oldest JS textures I could initially find for Railcraft were 1.5x, which is after the texture pack format change, and it has multiblocks.
Here's another pic to play spot the difference with. The white windmill blocks are RedPower marble. I think that's the only modded material in the shot. The house has a stripy roof because I was building with spruce but stairs and slabs are only available in oak.
Yes, all of that sounds expected. Modern CPUs have many cores and even more threads, but most games don't parallelize well. It's why you won't see high overall CPU use most of the time in most games. You need to look at per core utilization. If overall use at 8% but one core is at 100%, that's still a CPU limitation.
From how you describe it, Bedrock doesn't sounds too dissimilar from Java. It actually almost sounds identical to the letter, like it has almost all of the same performance drags that Java does. I imagine the one big difference would be Bedrock loads in chunks much more smoothly, and the resulting "performance is better at much higher render distances" gives the impression Bedrock is just better overall (when it might really just be that one thing primarily, but that one thing is super important). I see the same thing otherwise; CPU use gets higher when loading chunks in, but once they are settled, it's just a core or two under load. You can't force parallelization in games for a linear gain in performance regardless of the situation, but a lot of people seem to think that. They look at low overall use on modern CPUs with a lot of cores, they seem to think it's some magic fix if those were used, like the developers are bad if they don't use all the cores. It irritates me, honestly, and I'm not even a developer.
As for what I did, I have two things to announce.
The first, and let's start with the bad? I lost a lot of progress on my story. I'm good about backing stuff up, but backing things up is always a balance of time/effort versus risk. I have the already written chapters fully backed up across all of my drives, but the currently chapter I'm writing is always just on my single local drive until then. Well I went to copy it to another device to do writing there... but I moved it instead of copied it. I never ended up doing writing on the other device, so I just deleted it, intending to continue on my primary device... where the data actually no longer existed. So it was all my fault. Honestly, I still had a lot of writing to do... but it's still a motivation killer.
The other thing I did was more progress in my hardcore world (a result of the above, partly).
One of the first things I did entailed the staircase in my trading hall. Originally, The ground floor goes down to a below ground level. This is with a large open staircase, as the area around and behind it was originally going to be used for villager spots. But I ended up not needing anywhere near that many, so I just... didn't use it besides some decorative armor stands. I always wanted to put something else back there to justify it more, but never had a need for anything... until now.
No, it's not a swimming pool. The ore blocks I was collecting? I'm going to make a sort of display room for them. I'm going to make the floor of a cave here displaying all the ores, with glass over it.
And off to the right of this room, I have another trophy room of sorts, currently for the dragon egg.
So I got a display spot for that finally. Maybe one day, I we get an end update, this too can finally get some use? I'm not saying it has to hatch a dragon, or that it needs one, but I wouldn't mind if some use was given to it one day in an end update.
I still need some ores for the ore display room. Namely, the elusive deepslate emerald (the rarest), but I also still lack regular stone diamond (the second rarest). I've found the latter before plenty of times, but I always mined it before. I've never found deepslate emerald ore (not in this world anyway).
So I decided to go caving. I have a number of mountains around me.
I found this picture pretty as the sun was coming up, although I'm not sure why the beams were differently colored?
A few posts back, when I said I did some of my first "caving for caving sake" adventures, some of those expeditions actually led me some distance. I'd find I'd come up at times in places quite far from where I started. One was around the larger mountain just North of my village, but I never actually start there, so I decided to do that. And... I found this...
Teal wool in the depths!? That means an ancient city!
Well, that won't give me deepslate emerald (it only generated to just below the start of deepslate, which is why it's so rare). But I decided to do this. It's been on my list for too long.
For whatever reason, I chose to start with this one as opposed to one under my village (I'm sort of considering leaving that one unexplored, but I'm not certain yet one way or the other).
Here's how pointless an ancient city becomes with night vision potions.
Fair enough, my fault for choosing to use them. I'll do another ancient city later where I don't. Now this would be more like it.
One of the the most intense experiences this game can offer is doing an ancient city with some restrictions, such as no visibility where there isn't light, and not using wool to bypass the skulk sensor abilities. The first time I did an ancient city, it was with shaders and I played with those restrictions, and it was exciting.
Here's a video from my "second world" (newer long term world) showing a cleared ancient city, and then another right next to it that I haven't started yet.
Uh! I need to rewrite that lost progress and then finish it, because I want to move on to show this world for my story too. Also, if not cute, why cute sounding!? I mean, not the thing you hear there (the sculk shrieker). That thing is terrifying! But the sculk sensors alone sound friendly and I find that funny, haha.
But for now, for this one, I continue with the potions I have on me.
Yet another iron ore vein. A this point I'm exhausted of seeing and finding them. I'm doubting how rare these are supposed to be...
Quite a bit of diamonds, too, although to be fair a number of them are at high altitudes and I wouldn't see them without the potion.
Here's my first ancient city chest. Nothing too exciting, but there's still many more to check.
Here we go.
Not the newer, rarer trim, but one of them, and another music disc (collecting all of these is another goal of mine in this world, eventually).
Two or three spots have access to cave systems so while mobs don't spawn in the deep dark (which includes ancient cities), I need to be careful around those spots.
I eventually get enough books for Swift Sneak III, so I head back and add that. One of the odd things about me is I will put enchants on something in a given order if given the choice. Like TheMasterCaver with his helmet, this is just one of those "things" with me. So I remove all enchants with a grindstone and add them anew. I go from 116 levels down to 71. Not like I have another use for them, though.
I ended play at this point.
By pure accident, I managed to get this coveted trophy:
At first, I was surprised because I knew I had explored a frozen ocean before. However, what I only realized in hindsight was that deep frozen oceans are treated as a separate biome! And alas, the final one I needed to complete this achievement. This location, as it happens, instantly resonated with me, and I chose it for some opening scenes of my next survival saga...
...But that's all for another day.
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 don't yet have that in my hardcore world (I got the nether equivalent), and I was hoping I might randomly see it after doing all of the flight I did to fill in maps (I have a 5x3 map of fully zoomed out maps filled so that's a lot of land). Given much of that area was either temperature or warm (but lacking deserts in the warm ones), I figure I'm mostly missing some of the cold/frozen biomes. But I want to say I should be close otherwise. Perhaps I should seek that out, but not allowing myself access to third party/outside the game methods, I'd be relying on having been in all biomes a bit blindly.
I have it my second world, and it was interesting ontaining it. I was intentionally trying to get it and checking what biomes I had already visited and seeking out the missing ones on an UnMined map, and I expected to get it going into a mushroom island... yet I didn't. I didn't think much of it at the time, which happened to be right after updating to 1.19, so you can guess where this is going. My first trek into the deep dark is what got me it.
Also, I "finished" (mostly) the ancient city in my hardcore world. It feels like far less of an achievement because I did it with night vision potions, but I'll be doing another later without (I sort of want the "silence" armor trim anyway so this gives me an excuse to seek more out). I got seven enchanted golden apples in total from it, the "ward" armor trim, the "otherside" music disc (there was at least one or two others but I skipped it as I had it already), enough broken music disc pieces to make the one it crafts into (and about half of another), the "swift sneak" enchantment (just shy of enough to get three level III books), and in particular one chest alone had four enchanted golden apples. I'm not sure what the actual odds of four in one chest are but I'm presuming "rare but not as rare as it sounds" since I think they have a greater chance of being found in ancient cities.
I have yet to experience a naturally summoned warden and I hope to goodness my first time doesn't happen in this world.
I want to get all the music discs too. I think a good number of music discs come from "let a skeleton kill a creeper" so maybe I should try and get those. When 1.18 first released and I was playing that in my second world, I was having so much fun caving and that happened a lot there, that I think I have most of the discs that way. But in this (hardcore) world I think I only have about four discs (cat, 13, otherside, and the one crafted from the broken pieces). Having to go into bastion remnants has me absolutely terrified, though. Funny that ancient cities were doing the same but I knew that was half from a "tense experience" and less from any real risk or danger. But bastion remnants terrify me.
After some disappointment from a few failed attempts, I finally figured out what i needed to make a custom panorama.
Namely, this is for my hardcore world of Azura (which has its own profile). I wanted to give it a more customized title screen tailored to the world. In doing that, I also found out that, apparently, the game will use your name for a splash screen. I'm more shocked I never saw (or noticed) this before now, given how many times I must have seen the title screen.
I like this panorama because not only does it show the specific world this profile is for, but it has a good representation of "modern Minecraft" in general. The cherry trees of 1.20 are still prominent, as are the tall cliffs of 1.18, and there's mud stone bricks from 1.19's mangrove swamps. Lesser inclusions are from some versions back, as behind me is a beehive from 1.15, and of course this is in my village, somewhat hinting 1.14. Not pictured, but a large ocean is beyond the edge of the cliff too. So I feel like it's a neat coincidental nod to most of modern Minecraft's new features while still showing off my home in this world.
And yes, you may notice it's not entirely the vanilla look anymore. The resource pack is, but I've extended the shown shader to the world.
The location of the panorama was at the path split ahead.
Now that I've finished the ancient city, I mostly feel like all the "major" check list stuff is done, so I feel like I've fully, formally reached "post-game" without a doubt, so I've allowed myself to use one now to freshen up the world.
While my preference is generally for BSL, I decided to use a different one for this particular world. Namely, Complimentary Reimagined for the clouds, as I felt this represented the default look well. (Please add these BSL!?) Unfortunately, the lack of anti-aliasing (or at least, lack of anti-aliasing not counting FXAA) was disappointing to discover. (Please add TAA to Complimentary Reimagined!?)
Funny enough, I'm just most excited about the sky in general. The default Minecraft sky is so pale and bland that it alone makes the game feel less warm and more lifeless. I was contemplating using a sky texture only long, long ago but never goot around to it (I never came across one that felt like it fit the normal look either anyway; most of them were too fancy or leaning towards realism).
I made a few changes to the village and surrounding area.
One was to extend a path that ran up to the edge of a cliff and make a new staircase and entrance spot. I also added a few more trees, both on the other side of the path, and the very opposite of the mountain in my village (immediate right in the next picture).
I'm not too thrilled with how slow the day/night cycle are with this shader (it's much faster in BSL). But once it's fully night, it looks nice.
I added a barrel in the "Shrine of Azura" (yes, I've decided on what to call it, haha) for some emerald storage. This way I don't have to run to either the trading hall or house for resources if I ever want to adjust the beacon abilities (though I won't be often). A villager happened to claim it eventually, which is nice because it extends the village a bit more, meaning more safety. More golems this way, and a pushed out point where pillager patrols can spawn.
Lastly, I began putting in the ore display. I'm still lacking stone diamonds and deepslate emerald, but I had the rest. I was originally going to do a more random/natural looking floor, but I decided to just do it more structured since I felt it would look less satisfying that way due to the small size/large or count (I had much more than this, but went with two each, besides the nether ones which I went with four for some).
The "glowing ores" is only for this screenshot. As is the connected texture (glass) for visibility for the picture.
I was thinking of doing lava between both but made it water at the last minute. I also hope this lava can't catch the wood floor on fire...
I had to remove some glass and add a second layer underneath after looking up spider spawning and finding out that, yes, they don't just fit in one tall spots but can spawn there too. So I filled it with glass instead of it just being a top layer.
Princess Garnet - That hardcore world magma cube kill count is shocking. I've killed 574 in total in my main world and that's over YEARS. Memo to self - don't set up any Nether bases in basalt deltas.
Regarding title screen customization, I've got my own entirely personalized version of splashes.txt heheh. There's old silly quotes from server chat and such ("omg how much fish did u mine?"), meme stuff ("*ding* gregification score increased by 1") and references to the lore/history of my main world. How did you make the panorama? I would be interested in giving my world a panorama of its spawn...
Regarding resource pack versus vanilla textures, I play with John Smith Legacy almost exclusively but I'll switch to vanilla when building, plan builds with a vanilla mindset and I try to take any showcase screenshots in vanilla too. My experience has been that if a build looks good in vanilla textures, it'll look even better in a fancy texture pack, but a build made with a fancy texture pack doesn't always look good in vanilla. Texture packs can cover up deficiencies such as a lack of detail, texturing and so on.
I'm lucky that I'm so stubbornly in love with John Smith because it's one of a very few from the old times that still gets updates. I struggle to think of others offhand. Dokucraft still has a community maintaining it, I think.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
I wasted a lot of time a few weeks ago on sniffers only to find they give nothing but decorative flowers. Which my friend very maturely started pretending was marijuana.
Otherwise, I've teamworked my way through a bastion without proper armour or weapons, dug up lots of ruins or whatever you call the brush stuff, and I guess made a mine?> Normal things?
@TheMasterCaver in support of your view that minecraft should be mining crafting first, I realized that the advancement system in recenter java puts all the mining and crafting in the main Minecraft tab and everything else in other tabs. So that's cool neat
I just did a web search on "Minecraft panorama" and a few of the results led to posts on this forum.
Namely, this post was the initial one I used...
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/3078622-easy-guide-to-make-custom-minecraft-panoramas-for#c3
...But my reply mentions a few other things I did that the first post didn't mention (plus another thing that tripped me up), based on what I found from a second result here on the forums.
I also plan to do this on my oldest two worlds but haven't done so just yet (I actually tried in my second world but there was yet another mismatch on seams and I'm not sure why there, but I plan to ultimately do it in a different spot than the one I attempted it in anyway so i didn't bother investigating it).
Between caving (which I've been doing a lot lately), I was at home refreshing my inventory, and a thunderstorm started. I've been accumulating a bit of gunpowder from creepers in my caving adventures, but I felt this would be a good chance to get some while I was waiting on stuff to smelt anyway.
After playing for a bit over eleven years, I finally saw it...
Yes, this is the first time I've seen a charged creeper in-game. I could have done something to encourage one to happen if I really wanted to, but I never had a real need for one, so it took this long for me to see one naturally. At the same time, it was so elusive to happen naturally, and I'm glad I finally saw one.
In a funny and anticlimactic twist, said creeper died to one arrow (sometimes they do, but more often it's two, so I use the arrow to weaken them, and then use the sword with looting for more drops since I don't think the sword can reliably, if ever, kill them in one hit anyway). I did this to avoid damaging the terrain. See that other creeper though? Yeah... it happened (and it was right around where I'm looking, just between that skeleton and the charged creeper). Thankfully not as big of an explosion, though.
On one hand, I really want to observe how much of the caves around my village I've explored, because I'll go underground at times and come up way, way, way far away. But I'm not allowed to gain information I shouldn't have so I can't really check in in spectator mode or look at map programs, so I guess I have to wait until I end up failing and dying in this world. It's probably not as much as I think, anyway.
Probably a good call not going for a head drop given that you're playing hardcore. I've had those guys take me out through full ProtIV diamond before (admittedly I was kiting it out into water to try and get it to KO a skeleton, and wasn't using a shield because I'm an idiot).
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
Oh, I wasn't even thinking of the head. I always forget those exist since I just have no interest in them.
I just wanted to be able to say I killed one melee.
Given how much of a non-issue creepers are unless they actually blow up on top of you, I'm wondering if even this would have been a risk anyway. Taking back to back creeper attacks (I think once it was three in a row, one after another) and then looking and seeing you're still at like 85% or 90%+ health... just makes them feel like a non-issue unless they happen to be right on top of you. Worse that the shield just negates it all entirely too. It should reduce it by half or so and take a massive durability penalty doing so.
I finally got a trident... not that I really need one. I just wanted to add to it to the list.
I found a rather wide and deep portion of a river, which took some searching, and it ended up being about halfway between my village and the stronghold (the latter of which I still need to do).
I did it in two parts, having to go back for more water breathing potions (not essential, but given how much of a grind a trident can be in Java, I felt these were worth it for this task). During the second part, these joined me.
I finally got it shortly after. Good luck llamas?
At the same time, I figured I'd do the crossbow too, especially since I needed some (well, one) missing enchantment for the trident. So I decided to do something with those four empty spots in the trading hall, and I may as well given they change soon and said trading hall already exists in this world.
The four on the left on the bottom floor are the new additions. I needed loyalty for the trident, and the furthest two are piercing and quick charge. I... can't remember what the second closest is? Impaling maybe I know I didn't need it since I had a book with it already, but I had no trader offering it so I think that might be what it is.
I also settled on the last one. I wanted Quick Charge III but settled with Quick Charge II, and just combined them. Really, I shouldn't need most of these in a recurring fashion anyway.
To get them, I had to set the old beds back up outside...
And I also realized my village seemed just short on villagers versus professions. Normally I would like this balance as opposed to not enough professions in a larger village, but the latter might be slightly preferable in its own way for smaller villages like this as it ensures things are always lively as opposed to the "village" losing size (which impacts where illager patrols spawn and golems patrol). Namely, the livestock yards to the South of my house have no claimed presence. Well I wasn't planning on new construction or extension of my village, so i wanted a place to add some more beds. All of my houses (besides the one that serves as my own) has four beds, except for the two houses like this.
Despite being "two story" it's only one internally, and that raised part is cosmetic for building profile. Functionally, the house would be the same with a "plus sized" roof shape. Here's how it is internally.
Well it's too small to make that a functional second story (with stairs instead of ladders anyway, and without ruining the internal space), so I did the opposite.
I've done similar in smaller villages in other worlds when I want a simple way to boost bed count without just spamming them nonsensically (I'm a builder, so form plays a big role for me and not just function).
I still need to decide what I want to do with spawn, as well as the stronghold, but I'm increasingly feeling accomplished. I said before that I wasn't just surviving, but thriving. Now I feel like I'm flourishing, despite not yet having multiple locations built up and networked.
I of course plan to continue developing the world, but the thought has more been entering my mind to consider spinning up another hardcore world. Yes, another one. Normally I don't start new worlds often, but I will if it will provide a unique purpose, and this one would. It would likely have even more restrictions in place than I've set for myself with this world (likewise, I'm thinking of allowing myself the use of third party external maps on my existing one, solely because I've put the work in to map most of what I've likely generated anyway, but I will only be able to observe the surface because "cheesing access to information I shouldn't have especially underground" is staying off limits). If I do start another world, I've been toying with things like no enchantments, no potions, no villager trading, and no maybe even no shields (and obviously no totems), or some combination of these. I'm also considering the "vanilla tweaks" that makes a light level of 0 actually completely dark (at least underground). No enchantments would make netherite woefully borderline not worthwhile but that might add to the fun. How long can unenchanted diamond fare with no shields in caves versus creepers? It would make it risky, for sure.
@ Princess Garnet, I have a question if you don't mind. You first started playing in 1.2, correct? Did you beat the Ender Dragon back then? I didn't fight it until 1.7.10 for complicated reasons and always rather regretted that I didn't experience the original. If you did fight it before 1.3, what was it like? I've been toying with the idea of having a go at it in my Tekkit Classic world and am wondering what I'd be in for.
On topic: I love your house builds. They have such a cosy feeling, they make me smile whenever I see a pic. Kinda want to steal those big beds, not gonna lie.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
My memory isn't exact from back then, but I can use some other events to try and narrow it down.
I started in 1.2.5 yes. Multiplayer was added in 1.3 and came a few months after I started playing, and between 1.3 and 1.5 especially, I had a number of other players in my world at various times. Namely, my memory is telling me that I defeated it solo before I was ever playing with other players, so I believe I have defeated it in 1.2.5. If not it was definitely in an earlier version (likely 1.3 at the latest) which would have been well before it was ever changed.
But while some of the dragon fight has changed, it's not so different, is it? The only changes I'm recalling are that it now has a breath attack and comes down and "perches" above the portal (and I'm wanting to guess this happened in 1.9 or thereabouts?) but other than that, my memory is it wasn't so different then compared to now? I don't remember if 1.2.5 and 1.3 had any differences (not major ones, anyway). At least, I've personally approached the fight the same way my first time as I did my last time, and it works, so if there's more mute differences, my aloof attention hasn't noticed them. So sorry to say I might not be able to answer you if there were smaller changes back then since I'm unaware of them offhand.
And aw, I'm thrilled to hear the pictures make you smile! Like, that really excites me. I try and include a good balance of pictures without overdoing it.
And those beds are possibly the oldest style bed I've ever done, simplified even. I have some others, namely in other words, but yes they're mostly always double beds (double benefit of them is when it's in a village, which I tend to have me "base" in, it gives the villagers more without me having to spam houses, and since I build larger houses this works better).
As Princess_Garnet mentioned, and the Wiki indicates, the Ender Dragon was virtually unchanged from when it was added up until 1.9; if anything, it was vastly easier to beat it before 1.3 due to a quite interesting bug where it could deal no damage to the player after being damaged itself (or damaging the player, not sure which); I'm not sure what versions it affected or how consistent it was (all the time, sometimes?) but the Wiki says it was fixed in 1.3.1 and I found a comment from when 1.2.5 was current (many of the other comments on the thread also say it was very easy, just tedious, which I agree with - I just spend most of the time waiting for it to decide to charge so I can shoot it in the head with a Power V bow):
Note that as another comment indicates, and my use of a Power V bow, melee attacks are highly unreliable due to changes made in 1.3 (most likely due to client-server update latency, most noticeable with fast-moving entities, e.g. you swing at a baby zombie but it is already quite a bit closer on the server, hence you miss and it attacks you. Also, prior to 1.8 Sharpness was useless against the Ender Dragon (contrary to the title Power does work, as mentioned in the description, in any case the average of 20 damage from Power V is higher than any sword).
Also, another interesting aspect of the old Ender Dragon is that you can damage it with snowballs and eggs since hitting it anywhere except for the head scales the damage by (damage / 4 + 1), i.e. 0 / 4 + 1 = 1 (a similar bug causes mobs like silverfish to deal more damage on Easy than Normal since Easy scales the damage by (damage / 2 + 1); both of these have long since been fixed, though interestingly snowballs from snow golems can still damage wolves as of 1.20).
The number of pillars on the island is also random (20% chance per chunk) and is unaffected by the seed so they will be different every time.
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?
@Princess Garnet Hm, well, maybe I'll have a go at ye olde dragon soon! Vanilla style, taking nano armor/jetpack/mining laser along would make the whole exercise somewhat pointless.
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I played a little Tekkit Classic last night to take a mini-break from my Tree Spirit Challenge. Which is rather amusing when I think about it, since I started playing Tree Spirit Challenge to get a break from Gregtech New Horizons. Anyway - dug a 5x5 vertical shaft to y11 and built a traditional water brake at the bottom so I could get down safely. Good grief I forgot how much of a pain it was with old water mechanics.
To entirely prevent fall damage, two layers of water suspended over signs. Which don't stack in 1.2.5, and you only get one from the recipe, not three. So crafting and placing twenty-five signs under those conditions was fun.
Next, water doesn't form sources unless it's over a solid block, so getting two consecutive layers of floating water sources also requires a lot of placing and removing of temporary blocks.
Waited for dawn before I tried it out for the first time. Didn't want to risk having to make a Walk Of Shame back to the desert base in the dark to retrieve my stuff if I went splat! Thankfully, my memories were accurate.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
I decided to look for a stronghold in the Tekkit Classic world. Unfortunately I don't appear to have any blaze rods/powder in storage. So first things first, I headed to the Nether.
Fighting ghasts/blazes with a Balkon's blunderbuss purely for the comedy. It's horribly inaccurate and takes ages to reload each shot but as a counter-argument, BLAM! Tally-ho.
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It's that way.
It's here.
Didn't have to travel a long way, it's just the other side of the desert.
Ahah! Dug right to it. I don't have enough eyes on me to light the portal. I'll have to spend some time hunting Endermen for more pearls, or just dupe them with ye olde EE2 Energy Condenser I suppose.
Blunderbuss was fun against the silverfish as it takes multiple silverfish out in one shot (if it hits!). I haven't broken the spawner yet though I probably should.
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I poked around for awhile. I doubt there'll be anything in here worth looting since even enchanted books are only a thing from 1.4.x onwards, but I'm curious.
Glitches of old Minecraft invoke an incredibly creepy feel sometimes. THE TORCH GIVES OFF NO LIGHT THE TORCH GIVES OFF NO LIGHT. herobrian is in my pc rite now guise im super scared
I thought I was hearing an unusual amount of spiders. Got a mineshaft/stronghold combo.
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
John Smith texture pack will never not excite me.
Though I'm surprised by how many things I spot that are different in your pictures (the end portal frames look like enchanting tables now?). I've done a bit to keep some of the things looking as they used to in older versions and it must be more than I thought. Explains why each version update is always a chore and I procrastinated with it.
I remember liking the netherrack back then, and it was definitely better than the awful default look... but yikes, that looks harsh against modern versions. When I updated my oldest world using that resource pack from 1.10 to 1.19, one thing I did was customize the netherrack by replacing it with the one from Depixel (if you're not familiar with this one, it's basically like Faithful and a higher resolution default). While it's a slight style mismatch, even the John Smith netherrack looks far too harsh in the new nether so it looks better to me regardless.
Still definitely my favorite texture pack of all time despite it not being perfect for everything, and I'm always happy when I see it.
And yeah, the lighting bug in old versions was annoying. New versions actually fix older issues like this all the time and it's always odd going back to older versions and going "wow, we used to deal with this?" I'm not sure when the lighting issue was actually fixed because I remember it being addressed more than once and it still persisted to some degree until finally it didn't. It's definitely not an older thing I miss.
I frankensteined this texture pack together. If there was ever an extant fully compiled John Smith pack with mod support for 1.2.5 I wasn't able to find it. I discovered a Github repository containing many very old John Smith modded textures and backported them to 1.2.x myself. Railcraft was a nightmare since the oldest JS textures I could initially find for Railcraft were 1.5x, which is after the texture pack format change, and it has multiblocks.
Here's another pic to play spot the difference with. The white windmill blocks are RedPower marble. I think that's the only modded material in the shot. The house has a stripy roof because I was building with spruce but stairs and slabs are only available in oak.
Bonus glitch creepypasta pic from the stronghold.
omg herobrian torch
Journals - Gregtech New Horizons | Tree Spirit Challenge [current]
In a relatively new LAN world with my brother i got an enchanting table and a stack of iron ingots
also i´m pretty satisfied with how my base looks