I like to make it my first mission to find a coal vein so I can make some torches.
Standard sequence: punch 3 wood blocks. Craft table, wood pick, mine 3 cobble, stone pick, get more cobble, stone axe, get more wood. Clear any grass in the way, collect seeds.
Make a hoe, till ground next to some water, and plant seeds. Place torches around. Before nightfall, make a small cave with a door and some fence-barred windows. (Ideally that would be the place where you mined your coal). Start digging a staircase down to diamond level and begin your mine. I like to go diagonal away from the way my door is facing, and continue horizontal that way. That way, coming back up during day, any mobs spawned during night are about guaranteed to despawn. And you should have a nice field of wheat to harvest.
Just punch some trees, make a crafting table, make a wooden pickaxe.
Mine 3 cobble then leave it.
Then find animals, KILL THEM and
Use a CAMPFIRE to cook it, so that you are not using fuel for cooking.
If you find sheep great, you can make abed to pass the night.
If you dont find any sheep, just go mining during the night.
Can't figure why you would you would make a campfire this early. It requires either coal or charcoal to make, and you either mine for the coal, or mine stone for a furnace to make the charcoal so why bother with this so early as you can cook in the furnace and wood is readily available.
Can't figure why you would you would make a campfire this early. It requires either coal or charcoal to make, and you either mine for the coal, or mine stone for a furnace to make the charcoal so why bother with this so early as you can cook in the furnace and wood is readily available.
Because you have to use coal as fuel in the furnace.
Whereas Campfire is unlimited(For Lighting & Cooking) and it is kind of a small beacon type of thing to see where your base is located.
I just use wood planks and wooden tools as fuel until I find coal; wood is extremely easy to find and collect and a log is nearly as good as coal (6 items per log turned into 4 planks vs 8 per coal. Of course, I still play in 1.6.4 so campfires are out of the question anyway). I also make charcoal right away so I can make torches, and find coal soon afterwards since I start my first shelter by digging a staircase down, then digging out a room below the surface (hence the need for torches), with the staircase continuing down to diamond level. You also don't really need that much food to start out with, even in 1.6.4 (you lose hunger much faster from doing activities, especially walking, which costs no hunger at all in current versions), especially if you don't do any exploring, just mining and setting up a base.
Because you have to use coal as fuel in the furnace.
Whereas Campfire is unlimited(For Lighting & Cooking) and it is kind of a small beacon type of thing to see where your base is located.
As TheMasterCaver says, wood and/or charcoal is an excellent furnace fuel. I always start out fueling a furnace with planks and generally start making charcoal quite early on. About the only real advantage I see for coal is that you can make it into blocks and store more easily or carry more when you are mining or caving.
If you need a beacon to find camp, you can pillar up about 20-25 blocks of dirt and put torches on top and all four faces, it's visible for a long way. If you use a mod like VoxelMap or similar you can set a waypoint and find it for 1000 blocks away.
My first day is spent chopping down so many trees that I end up with stacks and stacks of saplings. They don't last very long as furnace fuel, but it's clearly far more than I'll ever use even in a ridiculously large tree farm area much less anything reasonably sized. I find it annoying that whenever I go to cook something I still reach for coal/charcoal, however. Over time I'll also end up accumulating random amounts of stairs, slabs, and planks that I don't really ever need nor likely ever use again so to cut down on storage I'm starting to just burn such things rather than using up coal/charcoal.
If you need a beacon to find camp, you can pillar up about 20-25 blocks of dirt and put torches on top and all four faces, it's visible for a long way.
Not as much as you'd expect. It primarily depends on relative height, so if you're building in a valley and are (partially) surrounded by large hills/mountains it can be rather easy to see when on those promontories. Not so much when you're under a forest canopy or at a low spot too close to a hill. Additionally, rendering will obscure the build fairly quickly such that it might be hard to pick out the frame without an accompanying glow.
Somewhere in the 1.8 version series I was playing on a vanilla world in a massive forest biome. I ended up getting lost, so I abandoned that world and tried another, which annoyingly turned out to be another massive forest (I was getting tired of forests at that point). I decided to build up a rather beefy "mega torch" that turned out to be roughly the same design as a large decorative lantern post you might see in someone's front yard (the dimensions I used were 7 blocks across by 40 blocks high, but some of that height was just to raise it high enough to see it over the hill next to base.) It turned out that I lost it to the background long before I lost it to the renderer, mostly because the mass of torches that made up the lantern "flame" (it was something like a 2x10 column of torches on all four sides) got too dim to pick out from the background and the darn thing actually went dark even though technically the lights were on.
My usual first night is to obtain wood as almost all people do. My first night shelter is usually built near water by pillaring up 5 or 6 blocks and building a platform with ladder access up the pillar. You can also have a ready made version of this by finding a good sized tree and clearing a one block column of the branches vertically adajcent to one side of the trunk and putting ladders up the trunk and sitting up top on the tree. I like these bases because you get a good view of the surrounds and at day break can jump down into a safe area and hopefully obtain some bones from disintergrated skeletons - as i usually plant wheat early on near the water, the bone meal can speed up the wheat and get bread quicker. Since the addition of Phantoms, probably important to make a roof on these kinds of bases now. Also, the doube as beacons when lit so you can find your base from distance.
If you're gonna kill animals for food, make sure you leave at least two for future breeding. Thats vital i think.
I usually mine on the 3rd or 3th day, but more usually i get more wood and replant saplings near and around my base and plant more wheat first two days.
My first main base in my current world still has my original first night (and a few good nights after whilst i worked on the base) elevated platform as below. The first pic was a few nights in to the world, the second pic was 10000+ days later
I've also built first night homes in the side of a hill or something, preferably close to or in water for planting wheat. I can mine into the hill or down at night.
If you're gonna kill animals for food, make sure you leave at least two for future breeding. Thats vital i think.
Nah, it's just convenient. Passive mobs can spawn at chunk generation, and they do so at the same frequency as slime chunks (10% of all chunks) with what spawns apparently being based on seed. Additionally, the spawning rules are relaxed such that they can spawn in any light level (otherwise you would only get new mobs during the day when exploring) and on any block (normally they need grass), regardless of the mob cap. This is why people think that passive mobs don't respawn, but in reality it's simply because they're not running around actively killing passive mobs in the same already-explored areas.
Passive mobs also spawn via a tick-based cyclic system similar to (but longer than) hostile mobs. They get 1 attempt per unique loaded chunk per 200 ticks (20 ticks = 1 second), but they only spawn if there's sufficient brightness (light level 8 or higher), appropriate blocks (usually grass, but sand, sandstone, terracotta, and leaves are possible in certain cases), a player close enough (within 128 blocks away), and if there's room in the mob cap (less than 10 mobs) at the moment of spawning.
Spawn chunks make tick-based cyclic spawning tricky to deal with without commands. It's not usually possible to move quickly enough to cover enough ground fast enough and therefore maximize the time spent killing to eliminate all the mobs in the spawn chunks region. Commands can make this happen, or if you wish to retain a "legit survival" status you can replace every surface block with a block that cannot spawn mobs there (grass into path blocks, sand/terracotta/sandstone in a beach/desert/mesa into any type of non-grass, leaves in a jungle biome into any non-grass).
This is why people think that passive mobs don't respawn, but in reality it's simply because they're not running around actively killing passive mobs in the same already-explored areas.
There is a HUGE difference between the number of animals spawned during world generation and the number that will randomly spawn afterwards - the passive mob cap is just 10, while even a relatively low view distance of 8 will average about 128 mobs in player-loaded chunks (289 chunks * 10% chance per chunk * 4 mobs per pack. There is actually a slight chance of more than one pack per chunk as the spawning code will keep spawning packs as long as a 10% chance passes, so there is a 1% chance of 2 packs, 0.1% chance of 3 packs, and so on, averaging 1.111... times more mobs), plus another 114 or so in the spawn chunks, provided that the northwest corner of every chunk is a valid biome (the game decorates a chunk-sized area centered at the intersection of a 2x2 chunk area).
This also matches my own observations, where I modified F3 to show the server-side entity counts for each category of mobs, and the number of passive mobs is consistently well over 200, except when I'm in a desert or ocean, and it is still quite high (note that the server only sends entities within a certain distance to the client and the "E:" number is client-side so it will often be lower than the entities in player-loaded chunks):
(the mob counts are M = monster, P = passive, A = ambient, W = water. The number of monsters/hostile mobs is so low since I explored nearly all the caves in the area, otherwise all the counts other than passive mobs are relatively stable near their respective caps)
(another example where I was in a biome without any passive mobs (partly within loaded chunks), yet the count is still over 200, thanks to mobs in the spawn chunks, where I do have some animals in pens at my main base, but not that many. Mobs like villagers also do not count towards any category)
I try and get about 18 oak logs after spawning - enough for a stack of wood, a crafting bench and a wooden pickaxe. IF there are no birch trees around, I'll get a few more for additional sticks. Usually I'll get enough birch tree logs for sticks however, only make a wood pick (Not all wood tools) and try to get some seeds and coal before nightfall. (I'll get all stone tools though, hoe and a furnace though,). Also enough coal for torches and a bit left over for smelting. Maybe a bit of iron ore for a shield and bucket, and if there's enough iron pick.
I honestly won't worry about food or wool too much as I'm likely to mine the first night for more coal, iron+ and home just dig into the side of a mountain for a night rather than a first time house. As I said in my own thread, I like to look around first before settling down rather than build at spawn unless there's something significant there, so a bed/wool isn't essential for me. As long as you have something to smelt with whatever you prefer wood/sticks/coal/charcoal etc) there's usually water nearby to pop in and get some kelp and plenty of it.
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When you spawn in the world.
Just punch some trees, make a crafting table, make a wooden pickaxe.
Mine 3 cobble then leave it.
Then find animals, KILL THEM and
Use a CAMPFIRE to cook it, so that you are not using fuel for cooking.
If you find sheep great, you can make abed to pass the night.
If you dont find any sheep, just go mining during the night.
Recently started up a survival world for fun and there were barely any animals nearby so I almost died. LOL.
hello, I am new.
I like to make it my first mission to find a coal vein so I can make some torches.
Standard sequence: punch 3 wood blocks. Craft table, wood pick, mine 3 cobble, stone pick, get more cobble, stone axe, get more wood. Clear any grass in the way, collect seeds.
Make a hoe, till ground next to some water, and plant seeds. Place torches around. Before nightfall, make a small cave with a door and some fence-barred windows. (Ideally that would be the place where you mined your coal). Start digging a staircase down to diamond level and begin your mine. I like to go diagonal away from the way my door is facing, and continue horizontal that way. That way, coming back up during day, any mobs spawned during night are about guaranteed to despawn. And you should have a nice field of wheat to harvest.
seems fresh enough
fbsukjr,hsrfk
fresh
Can't figure why you would you would make a campfire this early. It requires either coal or charcoal to make, and you either mine for the coal, or mine stone for a furnace to make the charcoal so why bother with this so early as you can cook in the furnace and wood is readily available.
Because you have to use coal as fuel in the furnace.
Whereas Campfire is unlimited(For Lighting & Cooking) and it is kind of a small beacon type of thing to see where your base is located.
You do not need to use coal (or charcoal) as fuel in a furnace - maybe you are confusing them with furnace minecarts?
https://minecraft.gamepedia.com/Furnace/table
https://minecraft.gamepedia.com/Minecart_with_Furnace#Usage
I just use wood planks and wooden tools as fuel until I find coal; wood is extremely easy to find and collect and a log is nearly as good as coal (6 items per log turned into 4 planks vs 8 per coal. Of course, I still play in 1.6.4 so campfires are out of the question anyway). I also make charcoal right away so I can make torches, and find coal soon afterwards since I start my first shelter by digging a staircase down, then digging out a room below the surface (hence the need for torches), with the staircase continuing down to diamond level. You also don't really need that much food to start out with, even in 1.6.4 (you lose hunger much faster from doing activities, especially walking, which costs no hunger at all in current versions), especially if you don't do any exploring, just mining and setting up a base.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
As TheMasterCaver says, wood and/or charcoal is an excellent furnace fuel. I always start out fueling a furnace with planks and generally start making charcoal quite early on. About the only real advantage I see for coal is that you can make it into blocks and store more easily or carry more when you are mining or caving.
If you need a beacon to find camp, you can pillar up about 20-25 blocks of dirt and put torches on top and all four faces, it's visible for a long way. If you use a mod like VoxelMap or similar you can set a waypoint and find it for 1000 blocks away.
My first day is spent chopping down so many trees that I end up with stacks and stacks of saplings. They don't last very long as furnace fuel, but it's clearly far more than I'll ever use even in a ridiculously large tree farm area much less anything reasonably sized. I find it annoying that whenever I go to cook something I still reach for coal/charcoal, however. Over time I'll also end up accumulating random amounts of stairs, slabs, and planks that I don't really ever need nor likely ever use again so to cut down on storage I'm starting to just burn such things rather than using up coal/charcoal.
Not as much as you'd expect. It primarily depends on relative height, so if you're building in a valley and are (partially) surrounded by large hills/mountains it can be rather easy to see when on those promontories. Not so much when you're under a forest canopy or at a low spot too close to a hill. Additionally, rendering will obscure the build fairly quickly such that it might be hard to pick out the frame without an accompanying glow.
Somewhere in the 1.8 version series I was playing on a vanilla world in a massive forest biome. I ended up getting lost, so I abandoned that world and tried another, which annoyingly turned out to be another massive forest (I was getting tired of forests at that point). I decided to build up a rather beefy "mega torch" that turned out to be roughly the same design as a large decorative lantern post you might see in someone's front yard (the dimensions I used were 7 blocks across by 40 blocks high, but some of that height was just to raise it high enough to see it over the hill next to base.) It turned out that I lost it to the background long before I lost it to the renderer, mostly because the mass of torches that made up the lantern "flame" (it was something like a 2x10 column of torches on all four sides) got too dim to pick out from the background and the darn thing actually went dark even though technically the lights were on.
My usual first night is to obtain wood as almost all people do. My first night shelter is usually built near water by pillaring up 5 or 6 blocks and building a platform with ladder access up the pillar. You can also have a ready made version of this by finding a good sized tree and clearing a one block column of the branches vertically adajcent to one side of the trunk and putting ladders up the trunk and sitting up top on the tree. I like these bases because you get a good view of the surrounds and at day break can jump down into a safe area and hopefully obtain some bones from disintergrated skeletons - as i usually plant wheat early on near the water, the bone meal can speed up the wheat and get bread quicker. Since the addition of Phantoms, probably important to make a roof on these kinds of bases now. Also, the doube as beacons when lit so you can find your base from distance.
If you're gonna kill animals for food, make sure you leave at least two for future breeding. Thats vital i think.
I usually mine on the 3rd or 3th day, but more usually i get more wood and replant saplings near and around my base and plant more wheat first two days.
My first main base in my current world still has my original first night (and a few good nights after whilst i worked on the base) elevated platform as below. The first pic was a few nights in to the world, the second pic was 10000+ days later
I've also built first night homes in the side of a hill or something, preferably close to or in water for planting wheat. I can mine into the hill or down at night.
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!

Nah, it's just convenient. Passive mobs can spawn at chunk generation, and they do so at the same frequency as slime chunks (10% of all chunks) with what spawns apparently being based on seed. Additionally, the spawning rules are relaxed such that they can spawn in any light level (otherwise you would only get new mobs during the day when exploring) and on any block (normally they need grass), regardless of the mob cap. This is why people think that passive mobs don't respawn, but in reality it's simply because they're not running around actively killing passive mobs in the same already-explored areas.
Passive mobs also spawn via a tick-based cyclic system similar to (but longer than) hostile mobs. They get 1 attempt per unique loaded chunk per 200 ticks (20 ticks = 1 second), but they only spawn if there's sufficient brightness (light level 8 or higher), appropriate blocks (usually grass, but sand, sandstone, terracotta, and leaves are possible in certain cases), a player close enough (within 128 blocks away), and if there's room in the mob cap (less than 10 mobs) at the moment of spawning.
Spawn chunks make tick-based cyclic spawning tricky to deal with without commands. It's not usually possible to move quickly enough to cover enough ground fast enough and therefore maximize the time spent killing to eliminate all the mobs in the spawn chunks region. Commands can make this happen, or if you wish to retain a "legit survival" status you can replace every surface block with a block that cannot spawn mobs there (grass into path blocks, sand/terracotta/sandstone in a beach/desert/mesa into any type of non-grass, leaves in a jungle biome into any non-grass).
There is a HUGE difference between the number of animals spawned during world generation and the number that will randomly spawn afterwards - the passive mob cap is just 10, while even a relatively low view distance of 8 will average about 128 mobs in player-loaded chunks (289 chunks * 10% chance per chunk * 4 mobs per pack. There is actually a slight chance of more than one pack per chunk as the spawning code will keep spawning packs as long as a 10% chance passes, so there is a 1% chance of 2 packs, 0.1% chance of 3 packs, and so on, averaging 1.111... times more mobs), plus another 114 or so in the spawn chunks, provided that the northwest corner of every chunk is a valid biome (the game decorates a chunk-sized area centered at the intersection of a 2x2 chunk area).
This also matches my own observations, where I modified F3 to show the server-side entity counts for each category of mobs, and the number of passive mobs is consistently well over 200, except when I'm in a desert or ocean, and it is still quite high (note that the server only sends entities within a certain distance to the client and the "E:" number is client-side so it will often be lower than the entities in player-loaded chunks):
(the mob counts are M = monster, P = passive, A = ambient, W = water. The number of monsters/hostile mobs is so low since I explored nearly all the caves in the area, otherwise all the counts other than passive mobs are relatively stable near their respective caps)
(another example where I was in a biome without any passive mobs (partly within loaded chunks), yet the count is still over 200, thanks to mobs in the spawn chunks, where I do have some animals in pens at my main base, but not that many. Mobs like villagers also do not count towards any category)
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 try and get about 18 oak logs after spawning - enough for a stack of wood, a crafting bench and a wooden pickaxe. IF there are no birch trees around, I'll get a few more for additional sticks. Usually I'll get enough birch tree logs for sticks however, only make a wood pick (Not all wood tools) and try to get some seeds and coal before nightfall. (I'll get all stone tools though, hoe and a furnace though,). Also enough coal for torches and a bit left over for smelting. Maybe a bit of iron ore for a shield and bucket, and if there's enough iron pick.
I honestly won't worry about food or wool too much as I'm likely to mine the first night for more coal, iron+ and home just dig into the side of a mountain for a night rather than a first time house. As I said in my own thread, I like to look around first before settling down rather than build at spawn unless there's something significant there, so a bed/wool isn't essential for me. As long as you have something to smelt with whatever you prefer wood/sticks/coal/charcoal etc) there's usually water nearby to pop in and get some kelp and plenty of it.
Closed old thread
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16yrs+ only
A couple of times I've been unable to find sheep for many days and ended up making a bed from spider string turned into wool.
12 string -> 3 wool -> 1 bed.