Thanks.. Haven't really tested travelling the Nether at the top.. Maybe I should try one of these tricks for blowing bedrock, and make nether hub on top of the bedrock. Sounds like a stellar idea ;D (Though using a bug to blow bedrock sounds a bit like cheating in my book.
I've dropped several times into lava and died, so as I'm playing hardcore I try to avoid bridging over it. Briding over lava and Ghasts are a terrible combination. But now that I've tested that fire res potions work well, I guess I should try to fear it a bit less. Maybe bridging close to the lava is an idea also, so I can actually build steps back up to my bridge if I fall into lava (after drinking fire res potion of course).
Found something to take advantage of to break bedrock. Made a whole in the Nether ceiling.. Thinking I'll move my Nether hub up there to travel the overworld fast. Pondering whether to get soul sand up to the paths there to run fast, or just make minecrafts so I can take it easy while travelling
For now I've only put up my base portal up there, but now that I've established a path up and down it should be easy to move the rest. I guess establishing new portals from the Nether side should work out ok too.. I guess portals can't generate in mid air, so I guess the game will make portal on the surface? I'll test it out.
Didn't get a lot of gunpowder from my creeper farm, and I bumped into two more cats in my base, so made a second spawning platform dropping into the same kill chamber to see if that makes a difference.. Though I guess the actual problem is that I haven't really AFK'ed there much.. Just taken small breaks there.. Have been using the gunpowder I did have to fly around more..
Took another trip to the End, and now I have 27 shulker boxes, which fits snuggly into my Ender chest, so I can bring along a ton of stuff if I want to.. Now I also have 4 elytras with mending and unbreaking III, so should be able to fly a while ;)..
Filled in some missing spots on my map, and made another strip up north and to the east.. For some reason though, I keep thinking of east as north. Makes sense for the icy terrain to be up north Quite a lot of cold terrain out east. Haven't seen the end of it yet.. Guess I might explore a few more maps to try and position my base in the middle of the map after a while.. Or maybe I should await new versions so if I want to find new bits not released yet later, like those pink forests, I don't need to go too far away to generate new territory.
Not really sure where to go from here.. I feel pretty finished with the end.. I have all the shulker boxes and Elytras I feel I'll ever need. I guess next up should probably be going towards the wither, which would mean I should explore the nether more to find more fortresses and get wither skulls. Practically empty of blaze rods too at this point. Would be nice to find a fortress that was hidden in netherrock mostly, so I didn't need to handle ghast's and bridging over lava at the same time as trying to deal with the fortress.
Saved myself with a fire resistance potion again when I was breaking bedrock. Fell into a hole into the lava again. Might even have been the same hole as I have fallen through before ;).. It's shut now at least, though only one netherrack block away from another disaster there.. Using an efficiency axe in the nether seems a bit tricky as it breaks so fast, it's easy to break blocks you didn't mean to break..
Apart from the wither, I do have a lot more to build in my base... Will see when I have motivation to continue there..
I always thought once I "initially finished" my hardcore world, I might relax my self imposed rules and allow for the use of third party maps. Eventually, I will want to check it.
But seeing your map inspired me with an idea. I never did a big map in-game, and this would be a good chance to do that.
I've never liked the idea of "breaking" bedrock and have wondered why Mojang can't seem to fix it; these bugs are due to some piece of code not checking the block it is replacing, for example, the branches of oak/dark oak trees (fixed in 1.8.2 and in my own code). My own global solution was quite simple - add a one-line check in the "Chunk.setBlock" method which checks if the original block is bedrock and a player in Creative mode did not call the method, and if so, abort (there is also a debug line which when enabled dumps a stacktrace so the offending code can be located; that said, this may be overkill for 1.6.4 as it doesn't seem like there actually were many means to break bedrock in that version, outside of nether portals and oak trees, at the same time, I can make sure that none of my own code does it, much like my debug checks for runaway chunk decoration, a common issue with worldgen mods (this actually can't occur because I rewrite the entire worldgen code to use a chunk cache which just wraps around if it goes outside of its range. Vanilla's solution is to crash the game, while Forge complains about cascading worldgen).
Also, I actually made the player take void-like damage if they get on top of the Nether, with an appropriate death message (unlike the void Creative-mode players are immune); aside from that, mob spawning is restricted to layers 1-125 (the space checks means that 126 must also be air while 127 is bedrock) and mobs only despawn based on the horizontal distance so there is no point in putting a farm up there (one of my biggest issues with the game is the ease at which massively efficient farms can be used to bypass a major part of the game - "Mine" craft, the lack of responses to posts like this, "how much mining/caving do you do", is quite telling. I also implemented things like removing spawn chunks (except to preload chunks on world creation) and making iron golems and zombie pigmen require a player kill to drop iron/gold, including nuggets - notably, Mojang tried doing this in a 1.8 snapshot. Don't get me wrong, you can still farm mobs, just not as efficiently/automatically, and I added features like Vein Miner and Smelting enchantments to make it easier to collect ores).
Also, that map wall is actually made up of level 3 maps (1024x1024 blocks) each? I know, you did mention it but it just shows the absurd scale of biomes/climates ever since 1.7, and IMO, even worse since 1.18; for comparison, this is my map wall in my first world (vanilla 1.6.4), with the main area being 3x3 level 4 maps, so the same size - even with just 7 regular biomes the variety is far greater, even the "snowy" region (mostly Ice Plains with some Taiga) in the northwest is far smaller, and still represents on the order of half a year of playing for 3-4 hours a day to explore (I've spent a total of 180 days over 1228 sessions playing on this world; my playstyle may mean I explore very slowly but I think that since 1.7 the distances are too great for anybody):
Also, Mojang really needs to implement biome-specific colors on maps (in Java Edition, as Bedrock does have this), which would make it more clear what biomes are within non-snowy/hot regions, like on these maps made with my own mod (also notice the sheer variety in biomes, with a total of 49 regular biomes and 116 total variants within a 3x3 level 3 map area, or 1/4 the area of your map wall):
This is the map in the lower-left corner after it was mostly filled in; from left to right and top to bottom are: row 1: Forest Mountains, Savanna Plateau (olive green), Hilly Plains, Mesa; row 2: Mixed Forest, Extreme Hills (turquoise), Jungle (a lusher green), Flower Forest, a bit more Jungle; row 3: Big Oak Forest, Big Birch Forest (colored by birch leaves), Savanna, Poplar Grove (the trees are too small to show up well), Lake (big body of water); row 4: Ocean, Extreme Hills, Mega Mixed Forest (darker green due to the leaf density) Forest Mountains, Mountainous Desert, with Mega Forest to the south:
A surface rendering of the area (biome colors are not used but different leaves have different colors):
That's a pretty big map to have filled out. About 6000x6000 total, right?
How are you breaking bedrock or is that classified?
Yeah.. Those are 3:4 scale maps, and I think a 0/4 scale map is 128x128, so my 3/4 map pieces should then be 1024x1024 each and there's 6x7 of them for a total of 7168x6144. Quite a bit of map to explore. I would love to have a 4/4 of the same area too, but not gonna bother making new maps. Would be nice if maps shared explored area though. I like the 3:4 scale. Still able to see stuff in there like villages, but big enough to not go through it immediately.
Not classified.. I used this pretty simple exploit: Still worked in 1.19.4
I've never liked the idea of "breaking" bedrock and have wondered why Mojang can't seem to fix it; ...
Also, Mojang really needs to implement biome-specific colors on maps (in Java Edition, as Bedrock does have this), ...
I wouldn't mind if they fixed all the break bedrock bugs either.. Obviously exploiting bugs, so easy to define as cheating.
Totally agree on the biomes in maps.. I do like that they try to not put cold and hot biomes next to each other, and try to space them out a bit natural.. But if the badlands/desert area down southwest had been even further away, it would be quite some travel to get there. In my map, there's a lot that looks like green forests and plains that is hard to know what is what.. Would be nice if colors gave that away a bit easier, so it was easier to distinguish between the biomes.
Biggest issue with the map is that I want to take it with me when I go exploring, but that's 42 pieces, so organizing so I can carry the one I'm currently in, and figure out which I need to switch it with when I move, isn't very practical Would be nice if it was possible to make a 5x5 shulkerbox instead of a 3x9 one, so I at least could try to position a part of the map in the correct order..
Would be cool with some specific shulker box similar item that was designed to hold only maps, that could keep a lot of maps and automatically could switch a map you were holding with the map that covered your current position.
As of now, I've noted the id shown of the map in game into a matrix of my own in a text file, so I can look up that my next map will be map #206 so I have to find that one..
I made access tunnels outside it so I could look in and check what is happening, I have a glass block to look in, and an iron door to be able to get in to inspect/fix things.. I put carpets on floor in the inspection booth, but a zombie actually spawned on block having the iron door. Also, the cat that was sitting one block diagonal from the door has disappeared, but only the one that was sitting next to door zombie spawned on, so I guess the zombie killed the cat, even though the door was between them? I guess I'll have to not keep a door, but just a block I'll have to remove to get in instead..
But a worse issue is that spiders keep spawning. I thought (based on possibly poor info from youtubers) that spiders need a 3x1x3 area to spawn in that can't contain carpets or trapdoors, so I've put carpets down to avoid there being any 3x1x3 area free of carpets or trapdoors. Spiders still spawn though.
To test if they might be ok with trapdoors but not carpets, I've tried to move the carpets forward so there's no 3x1x3 area without carpets, even if the spiders can spawn on the opened trapdoors. And found myself another cat of course. Haven't waited for a very long time after, but I haven't seen a spider spawn since so I'm hopeful..
Poor cats :/... (Hardly visible on light background as it's light level zero here.. But fairly visible on screen when everything is dark)
Figured I had to venture into the nether in search for wither skulls and some blaze rods.. The fortress I have already been in had blazes, but I saw no withers in there, so thought I would look at the fortress I saw when coming into the nether from the desert portal..
Saw a patch of soil sand and figured I'd gather some to see if I could use in nether hub to travel faster.. And while doing that I got shot at.. What was that? Looking around I see one skeleton.. I try to shoot it down but it keeps travelling sideways so it takes a shot.. I finally kill him, and then I notice I still am taking damage.. And I notice another skeleton. I'm down to one heart!!.. I try to drink healing potion, but realizing I'm too late, I'm expecting to be killed, but then I got to test how totem of undying works.. Phew.. I manage to kill the other skeleton.. Flustered after the near death I also end up falling into the lava again.. Another fire resistance potion gone.. And now I'm approaching the fortress..
Not what I consider a nice approach. I guess I'll try to bridge into one of the pillars, hopefully a decently wide one, and mine myself upwards within it.. I don't want to meet up with blazes creating a stair upon that walkway.. I haven't noticed any Ghasts down there.. Are Ghasts unlikely to be down at the lava lake level? Can't remember having noticed Ghast's when I rode one of those beasts in an earlier game either.. But anyhow, Ghasts would also likely be an issue creating an outside stair up there..
But time to regroup first I think.. I have another totem of undying in my chests, so guess I'll grab that one.. And it sounds like I need more fire resistance potions.. Only got one left.. Healing potions also seemed slow.. Should I create splash potions of healing instead, so I can throw and run into them? Is that faster?
Took a lot of damage from 2 skeletons, but I was wearing Elytra and not chest armor at the time.. Might have made quite a bit of difference.. I better not get sloppy here And while the totem of undying saved my ass and my game here, a shield woulda also helped a lot. Sad I can't have both.. Or well.. I guess I could if I had totem on hotbar and switched to it right before I'd otherwise died in main hand, but I'm thinking I'd likely panic and I wouldn't manage to do that..
Got into the pillar of the fortress ok.. Up on top we tried to move carefully and build some blockades to keep wither skeletons at bay.. To get them spawning so I could get skulls I have to withstand the urge to put out torches everywhere, so it's dark.. But they kept spawning, and eventually I have gathered 3 wither skulls..
Pretty dark not being able to put out torches...
Also got 28 blaze rods.. Some came after me here and there, which I took out with a bow, but I also found 2 spawners. Both spawners seemed to summon them rather slow though. One of the spawners was partly built in with no block that just dropped down to nothing, so maybe I can manage to build a blaze farm there if I need to.. Or at least finish a roof on top of it, so the blazes that spawns can't go anywhere, so I can easier stay there and slay whatever spawns.
But with 28 blaze rods, I should be able to make the potions I need for quite a while, and also make some extra Ender chests if I want to put some here and there.. I know of nothing I need in the Nether currently.. Running away, I thought I'd just make a portal in the fortress so I can easily get back without going over that lava bridge, but the overworld location was in ocean, so I ended up deep down in a cave at -11... I guess I can try to see if I can manage to make a little fake island with a portal when I want to go back..
Scarily I now have the ability to summon the Wither.. Do we dare? I would love to play around with these beacons.. Never thought the wither before in any game, and thus never made a beacon
I have a rule when doing Nether bridges (lava or aerial), and even on long "ground" passages, to build a little cobble "hide hut" from time to time so I have something to hide in from Ghast Blasts. Sometimes (especially aerial) I build it entirely encased: three wide on the base, walls, and then a block right overhead. Never built one anything like that long though.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yeah.. Earlier I've tried to create bridges with bottom slab to walk on to avoid spawns, full block on each side to box it in, and a slab above to make it impossible to get in or out unless I add a door. And then maybe once in a while blocking of a bit more, so I can hide if needed.. But most important part is not being pushed off.. The attempt above was an attempt to do it simple and quick, and when I was that low and had a fire resistance potion, I was hoping to be able to build a step underneath it and get back on the bridge if I was pushed over.. Didn't get to test that, but bridged over ok at least..
Did go for the Wither.. Tried to find a decent place underground without caves, but hitting openings below ground all over the place.. Ended up digging into the ocean where I guess/hope there will be less caves. Made myself a fake island and dug down..
Decided to stack the odds in my favor by building myself 24 iron bodyguards first ;).. 4 pairs of alcoves on each side of the tunnel, and 3 iron golems in each of the 8 alcoves.
Most of the golems survived.. 12 woulda been more than enough I think.. But it worked out very nicely.. Have seen no indication of other caves where there might be potential mobs the wither would go after, so he came my way. I got in 4-5 hits with the bow at range and the iron golems did the rest...
Now I have a beacon to play with too.. Though I do not really know what I'll need those effects for at this point..
Apart from trying to finish the city build, I guess I have some possible other objectives:
- Trying to clear out an ocean monument and see how that works.
- Possibly going after Ancient city and/or warden.. I don't think I have located any such biome though.. But then I haven't mined much after I got enough diamonds for full diamond gear either..
Kinda running out of objectives.. Not burning for any of the above right now.. But we'll see...
Im in love with this series! You should try to make a giant statue or something!!!
Thanks.. Was planning a statue within the main castle doors, but a statue with a 2x2 base of 3-5 block height is kinda hard to create ;).. I have some dragon heads and a dragon egg I can maybe find a way to put on display there..
That's the middle of this section:
And that brings us to another problem which I think might be next up.. I planned a little water canal around here which I could put some coral bits and plants into at some point and have a nice area when you got into the castle, but it has been totally taken over by iron golems.. There's 22 golems bading here and that seems to be the absolute limit.. There's 5 in every corner and 2 extra on the side that doesn't have a bridge.. And then there's at least 11 golems outside of it, which I also find too many.. I'd be fine with 2-3 walking around here, but this is just all too much.. It even spawned a golem within my library, which I dunno how I should dispose of.. I guess I have to make a big whole in the wall, push it out, spawnproof the library somehow and repair the wall.. All these golems are villager spawned too, so I'm one misclick away from attacking one and dying and losing my hardcore game..
I see three solutions:
- Creating some posts locking in iron golems at specific positions, spread out within the city, so when the villagers gossip, there is always an iron golem close enough for them not to spawn a new one.. Sounds like a half decent option, but requires some calculations as to how many I need and where I need them, and some way to build the enclosures for them to not look too bad..
- Somehow spawnproof most of the city.. I don't really see that as a valid option.. Puts too many restrictions on how I can build within here..
- Find a way to get rid of them, so they disappear close to as fast as they get in..
As the second option sounds sad, and even if I do the first, I need a way to get rid of the surplus golems afters. Thus I thought I'd look into the third option first.. As they somehow pathfind into the water here and get stuck anyhow, I was thinking of trying to create some mechanism for me to be able to suck them out from underneath and get rid of them with lava.. I have way more iron than I need from my existing iron farm, but could possibly be interesting to hook it up as a farm to see how valid that is..
First option that comes to mind, is to create trapdoors that I can open with redstone bits.. And end up with a lever I can use to open up the floor below the water, and hopefully the golems can then drop down to a lava kill chamber.. A few possible issues:
- I'm unable to open the floors in the corners, as there is no block to put the trapdoor on in the inner corner, and the two trapdoors next to that one on the inner side will connect to the same corner block, which I don't know how to power.
- Villagers also pathfind into the water.. However they seem to swim at the surface an be able to pathfind out.. Not sure if they might end up pathfinding into the kill chamber too.. But if I manually enable it when there's lots of golems there I can at least watch and see..
- Trapdoors on the bottom will look sad compared to sand and water plants and such, but the alternative seems to have it filled with iron golems, so I guess then trapdoors are preferrable.. I guess sticky pistons could be an alternative, to be able to have the bottom look better, but that sounds way more complex, and an issue to get space for pistons at the inside part.. MIght not be possible with the space available for all I know..
Iron golems in water is a bane for me. Villagers, too. I had to make spots with staircases along my water fronts like this...
...And then use leads to bring them back onto land periodically. There's a few spots in particular they end up gravitating towards in the water.
For the villagers I use boats and take them to the same spots, which is sometimes worrisome in that I fear I may hit them breaking the boat and develop a reputation low enough to cause golem aggression. I had that happen moving one on land once. I hit him with the axe (I think he died but I forget) and that was enough cause those nearby to see and gossip about it, and the golems started attacking me.
Thanks.. Was planning a statue within the main castle doors, but a statue with a 2x2 base of 3-5 block height is kinda hard to create ;).. I have some dragon heads and a dragon egg I can maybe find a way to put on display there..
That's the middle of this section:
And that brings us to another problem which I think might be next up.. I planned a little water canal around here which I could put some coral bits and plants into at some point and have a nice area when you got into the castle, but it has been totally taken over by iron golems.. There's 22 golems bading here and that seems to be the absolute limit.. There's 5 in every corner and 2 extra on the side that doesn't have a bridge.. And then there's at least 11 golems outside of it, which I also find too many.. I'd be fine with 2-3 walking around here, but this is just all too much.. It even spawned a golem within my library, which I dunno how I should dispose of.. I guess I have to make a big whole in the wall, push it out, spawnproof the library somehow and repair the wall.. All these golems are villager spawned too, so I'm one misclick away from attacking one and dying and losing my hardcore game..
You have unintentionally built an iron golem farm. Due to the buggish nature of Iron Golem spawning in large and especially multilevel villages, it's not realistic to unbuild it. Own up to it and build the kill mechanism, presumably a drop from the pool.
For building a coral pool: Aren't Iron Golems more than 2 high? So couldn't you keep them out with a low ceiling?
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
... which is sometimes worrisome in that I fear I may hit them breaking the boat and develop a reputation low enough to cause golem aggression. I had that happen moving one on land once. I hit him with the axe (I think he died but I forget) and that was enough cause those nearby to see and gossip about it, and the golems started attacking me.
Yeah.. Golems hit very hard, so very dangerous to have walking around a misclick away from losing the game...
You have unintentionally built an iron golem farm. Due to the buggish nature of Iron Golem spawning in large and especially multilevel villages, it's not realistic to unbuild it. Own up to it and build the kill mechanism, presumably a drop from the pool.
For building a coral pool: Aren't Iron Golems more than 2 high? So couldn't you keep them out with a low ceiling?
Hehe.. Yeah.. I already have an iron farm, but I just had to do something with this...
Behold.. What happens if I switch this lever?
Seems like the moat have become deeper.. And an iron golem took a dive.. (After I pushed it a bit)..
Redstone powered a bunch of trapdoors, so now I have a 6x2 area in the middle of each side of the moat. Sadly, the golems are not too eager to fall in here.. Some did fall on their own, but most of them I helped a bit by bumping into them. I guess if I leave it open, they might eventually move down there by themselves, but it would take a bit of time. Also, on the 3 sides with bridges, the middle 2x2 of the opening has the bridge, so there's really just a 2x2 area on each side which the golems swim in where they can go through... Not ideal.. I can flush them out, but would be nice if I could somehow create a current that sucked them down...
To power a set of blocks next to each other, the only way I know how to power them all is by putting down repeaters for each block.. Did that on 3 of 4 sides here, but the fourth got too close to the gate redstone mechanics..
So for that side I powered the blocks from below and put yet another row of torches below that to get the mechanics low enough to not interfere with the gate.. I then used repeaters to power the bottom row of stone bricks below the torches here..
Had to use a similar approach on the inside.. Stacking 6 repeaters at the same level as the trapdoors for two sides, and use torches to lower the mechanics 2 blocks to be able to power 6 blocks on the other two sides.
A simple kill chamber.. Putting the lava up high so they don't destroy the loot.. (Or at least reduce the chance)
That's something else.. Yay.. Sadly, the bottom of the moat is now trapdoors, and I guess I can't put anything on top to cover it either, unless I find some plants or something that iron golems can move through, but still they don't need to attach to a solid block below..
97 iron ingots got into the chest after flushing out the pool once..
No redstone left though.. Traded with a cleric 3-4 times to get enough redstone for project, but when I can only trade 24 redstone at a time it's a bit tedious..
Figured I'd try to put the golems around in sentry boxes.. If I understand it correctly, villagers are not able to summon a new golem if there's already a golem within 16 blocks.. So I decided to put up sentry boxes with iron golems so almost all blocks where the villagers are walking are within 16 blocks of a golem in a sentry box..
An attempt to make a small sentry box to the left here.. There's a bottom slab underneath the golem, so they have a full 3 blocks height to stand in, in a 2x2 square. Doesn't really look like they're boxed in, but they don't seem to be able to get out with the 2x2 roof above them.. Trying to find an idea to make the sentry boxes a bit more interesting, but interesting to see if Golems will stop spawning or not.. Also trying to lively up the city with some tree sand flowers.. More coming.. And built another house with space for another 8 citizens as we seemed to not have a bed for everyone..
Ah, beautification with trees and flowers. I approve. I especially like using large oaks for that (I almost never use small ones for village/city decorating).
Why not just let them summon as many as they desire? It will slow down/stop eventually.
They definitely spawn a lot, though. It's the inverse of older versions, where they needed a certain village size that would never (?) happen naturally, so you never got any normally. Now it's like for every two or three villagers there's a golem, at last that's what it seems like in my village. But they will help fend of mobs at night that wander or spawn in (in my non-hardcore world, I didn't go to the extent of making every block spawn-proof, especially before 1.18's change to minimum light level requirements for spawning), but they will be replaced. So, a natural cycle, if you will.
Thanks.. Haven't really tested travelling the Nether at the top.. Maybe I should try one of these tricks for blowing bedrock, and make nether hub on top of the bedrock. Sounds like a stellar idea ;D (Though using a bug to blow bedrock sounds a bit like cheating in my book.
I've dropped several times into lava and died, so as I'm playing hardcore I try to avoid bridging over it. Briding over lava and Ghasts are a terrible combination. But now that I've tested that fire res potions work well, I guess I should try to fear it a bit less. Maybe bridging close to the lava is an idea also, so I can actually build steps back up to my bridge if I fall into lava (after drinking fire res potion of course).
Found something to take advantage of to break bedrock. Made a whole in the Nether ceiling.. Thinking I'll move my Nether hub up there to travel the overworld fast. Pondering whether to get soul sand up to the paths there to run fast, or just make minecrafts so I can take it easy while travelling

For now I've only put up my base portal up there, but now that I've established a path up and down it should be easy to move the rest. I guess establishing new portals from the Nether side should work out ok too.. I guess portals can't generate in mid air, so I guess the game will make portal on the surface? I'll test it out.
Didn't get a lot of gunpowder from my creeper farm, and I bumped into two more cats in my base, so made a second spawning platform dropping into the same kill chamber to see if that makes a difference.. Though I guess the actual problem is that I haven't really AFK'ed there much.. Just taken small breaks there.. Have been using the gunpowder I did have to fly around more..
Took another trip to the End, and now I have 27 shulker boxes, which fits snuggly into my Ender chest, so I can bring along a ton of stuff if I want to.. Now I also have 4 elytras with mending and unbreaking III, so should be able to fly a while ;)..
Filled in some missing spots on my map, and made another strip up north and to the east.. For some reason though, I keep thinking of east as north. Makes sense for the icy terrain to be up north
Quite a lot of cold terrain out east. Haven't seen the end of it yet.. Guess I might explore a few more maps to try and position my base in the middle of the map after a while.. Or maybe I should await new versions so if I want to find new bits not released yet later, like those pink forests, I don't need to go too far away to generate new territory.
Not really sure where to go from here.. I feel pretty finished with the end.. I have all the shulker boxes and Elytras I feel I'll ever need. I guess next up should probably be going towards the wither, which would mean I should explore the nether more to find more fortresses and get wither skulls. Practically empty of blaze rods too at this point. Would be nice to find a fortress that was hidden in netherrock mostly, so I didn't need to handle ghast's and bridging over lava at the same time as trying to deal with the fortress.
Saved myself with a fire resistance potion again when I was breaking bedrock. Fell into a hole into the lava again. Might even have been the same hole as I have fallen through before ;).. It's shut now at least, though only one netherrack block away from another disaster there.. Using an efficiency axe in the nether seems a bit tricky as it breaks so fast, it's easy to break blocks you didn't mean to break..
Apart from the wither, I do have a lot more to build in my base... Will see when I have motivation to continue there..
That's a pretty big map to have filled out. About 6000x6000 total, right?
How are you breaking bedrock or is that classified?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
I always thought once I "initially finished" my hardcore world, I might relax my self imposed rules and allow for the use of third party maps. Eventually, I will want to check it.
But seeing your map inspired me with an idea. I never did a big map in-game, and this would be a good chance to do that.
I've never liked the idea of "breaking" bedrock and have wondered why Mojang can't seem to fix it; these bugs are due to some piece of code not checking the block it is replacing, for example, the branches of oak/dark oak trees (fixed in 1.8.2 and in my own code). My own global solution was quite simple - add a one-line check in the "Chunk.setBlock" method which checks if the original block is bedrock and a player in Creative mode did not call the method, and if so, abort (there is also a debug line which when enabled dumps a stacktrace so the offending code can be located; that said, this may be overkill for 1.6.4 as it doesn't seem like there actually were many means to break bedrock in that version, outside of nether portals and oak trees, at the same time, I can make sure that none of my own code does it, much like my debug checks for runaway chunk decoration, a common issue with worldgen mods (this actually can't occur because I rewrite the entire worldgen code to use a chunk cache which just wraps around if it goes outside of its range. Vanilla's solution is to crash the game, while Forge complains about cascading worldgen).
Also, I actually made the player take void-like damage if they get on top of the Nether, with an appropriate death message (unlike the void Creative-mode players are immune); aside from that, mob spawning is restricted to layers 1-125 (the space checks means that 126 must also be air while 127 is bedrock) and mobs only despawn based on the horizontal distance so there is no point in putting a farm up there (one of my biggest issues with the game is the ease at which massively efficient farms can be used to bypass a major part of the game - "Mine" craft, the lack of responses to posts like this, "how much mining/caving do you do", is quite telling. I also implemented things like removing spawn chunks (except to preload chunks on world creation) and making iron golems and zombie pigmen require a player kill to drop iron/gold, including nuggets - notably, Mojang tried doing this in a 1.8 snapshot. Don't get me wrong, you can still farm mobs, just not as efficiently/automatically, and I added features like Vein Miner and Smelting enchantments to make it easier to collect ores).
Also, that map wall is actually made up of level 3 maps (1024x1024 blocks) each? I know, you did mention it but it just shows the absurd scale of biomes/climates ever since 1.7, and IMO, even worse since 1.18; for comparison, this is my map wall in my first world (vanilla 1.6.4), with the main area being 3x3 level 4 maps, so the same size - even with just 7 regular biomes the variety is far greater, even the "snowy" region (mostly Ice Plains with some Taiga) in the northwest is far smaller, and still represents on the order of half a year of playing for 3-4 hours a day to explore (I've spent a total of 180 days over 1228 sessions playing on this world; my playstyle may mean I explore very slowly but I think that since 1.7 the distances are too great for anybody):
Also, Mojang really needs to implement biome-specific colors on maps (in Java Edition, as Bedrock does have this), which would make it more clear what biomes are within non-snowy/hot regions, like on these maps made with my own mod (also notice the sheer variety in biomes, with a total of 49 regular biomes and 116 total variants within a 3x3 level 3 map area, or 1/4 the area of your map wall):
This is the map in the lower-left corner after it was mostly filled in; from left to right and top to bottom are: row 1: Forest Mountains, Savanna Plateau (olive green), Hilly Plains, Mesa; row 2: Mixed Forest, Extreme Hills (turquoise), Jungle (a lusher green), Flower Forest, a bit more Jungle; row 3: Big Oak Forest, Big Birch Forest (colored by birch leaves), Savanna, Poplar Grove (the trees are too small to show up well), Lake (big body of water); row 4: Ocean, Extreme Hills, Mega Mixed Forest (darker green due to the leaf density) Forest Mountains, Mountainous Desert, with Mega Forest to the south:
A surface rendering of the area (biome colors are not used but different leaves have different colors):
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?
Yeah.. Those are 3:4 scale maps, and I think a 0/4 scale map is 128x128, so my 3/4 map pieces should then be 1024x1024 each and there's 6x7 of them for a total of 7168x6144. Quite a bit of map to explore. I would love to have a 4/4 of the same area too, but not gonna bother making new maps. Would be nice if maps shared explored area though. I like the 3:4 scale. Still able to see stuff in there like villages, but big enough to not go through it immediately.
Not classified.. I used this pretty simple exploit: Still worked in 1.19.4
Oddly satisfying having maps in game..
I wouldn't mind if they fixed all the break bedrock bugs either.. Obviously exploiting bugs, so easy to define as cheating.
Totally agree on the biomes in maps.. I do like that they try to not put cold and hot biomes next to each other, and try to space them out a bit natural.. But if the badlands/desert area down southwest had been even further away, it would be quite some travel to get there. In my map, there's a lot that looks like green forests and plains that is hard to know what is what.. Would be nice if colors gave that away a bit easier, so it was easier to distinguish between the biomes.
Biggest issue with the map is that I want to take it with me when I go exploring, but that's 42 pieces, so organizing so I can carry the one I'm currently in, and figure out which I need to switch it with when I move, isn't very practical
Would be nice if it was possible to make a 5x5 shulkerbox instead of a 3x9 one, so I at least could try to position a part of the map in the correct order..
Would be cool with some specific shulker box similar item that was designed to hold only maps, that could keep a lot of maps and automatically could switch a map you were holding with the map that covered your current position.
As of now, I've noted the id shown of the map in game into a matrix of my own in a text file, so I can look up that my next map will be map #206 so I have to find that one..
My creeper farm still isn't doing all to well..

I made access tunnels outside it so I could look in and check what is happening, I have a glass block to look in, and an iron door to be able to get in to inspect/fix things.. I put carpets on floor in the inspection booth, but a zombie actually spawned on block having the iron door. Also, the cat that was sitting one block diagonal from the door has disappeared, but only the one that was sitting next to door zombie spawned on, so I guess the zombie killed the cat, even though the door was between them? I guess I'll have to not keep a door, but just a block I'll have to remove to get in instead..
But a worse issue is that spiders keep spawning. I thought (based on possibly poor info from youtubers) that spiders need a 3x1x3 area to spawn in that can't contain carpets or trapdoors, so I've put carpets down to avoid there being any 3x1x3 area free of carpets or trapdoors. Spiders still spawn though.
To test if they might be ok with trapdoors but not carpets, I've tried to move the carpets forward so there's no 3x1x3 area without carpets, even if the spiders can spawn on the opened trapdoors. And found myself another cat of course. Haven't waited for a very long time after, but I haven't seen a spider spawn since so I'm hopeful..
Poor cats :/... (Hardly visible on light background as it's light level zero here.. But fairly visible on screen when everything is dark)
Figured I had to venture into the nether in search for wither skulls and some blaze rods.. The fortress I have already been in had blazes, but I saw no withers in there, so thought I would look at the fortress I saw when coming into the nether from the desert portal..
Saw a patch of soil sand and figured I'd gather some to see if I could use in nether hub to travel faster.. And while doing that I got shot at.. What was that? Looking around I see one skeleton.. I try to shoot it down but it keeps travelling sideways so it takes a shot.. I finally kill him, and then I notice I still am taking damage.. And I notice another skeleton. I'm down to one heart!!.. I try to drink healing potion, but realizing I'm too late, I'm expecting to be killed, but then I got to test how totem of undying works.. Phew.. I manage to kill the other skeleton.. Flustered after the near death I also end up falling into the lava again.. Another fire resistance potion gone.. And now I'm approaching the fortress..
Not what I consider a nice approach. I guess I'll try to bridge into one of the pillars, hopefully a decently wide one, and mine myself upwards within it.. I don't want to meet up with blazes creating a stair upon that walkway.. I haven't noticed any Ghasts down there.. Are Ghasts unlikely to be down at the lava lake level? Can't remember having noticed Ghast's when I rode one of those beasts in an earlier game either.. But anyhow, Ghasts would also likely be an issue creating an outside stair up there..
And while the totem of undying saved my ass and my game here, a shield woulda also helped a lot. Sad I can't have both.. Or well.. I guess I could if I had totem on hotbar and switched to it right before I'd otherwise died in main hand, but I'm thinking I'd likely panic and I wouldn't manage to do that..
But time to regroup first I think.. I have another totem of undying in my chests, so guess I'll grab that one.. And it sounds like I need more fire resistance potions.. Only got one left.. Healing potions also seemed slow.. Should I create splash potions of healing instead, so I can throw and run into them? Is that faster?
Took a lot of damage from 2 skeletons, but I was wearing Elytra and not chest armor at the time.. Might have made quite a bit of difference.. I better not get sloppy here
Got into the pillar of the fortress ok.. Up on top we tried to move carefully and build some blockades to keep wither skeletons at bay.. To get them spawning so I could get skulls I have to withstand the urge to put out torches everywhere, so it's dark.. But they kept spawning, and eventually I have gathered 3 wither skulls..
Pretty dark not being able to put out torches...
Also got 28 blaze rods.. Some came after me here and there, which I took out with a bow, but I also found 2 spawners. Both spawners seemed to summon them rather slow though. One of the spawners was partly built in with no block that just dropped down to nothing, so maybe I can manage to build a blaze farm there if I need to.. Or at least finish a roof on top of it, so the blazes that spawns can't go anywhere, so I can easier stay there and slay whatever spawns.

But with 28 blaze rods, I should be able to make the potions I need for quite a while, and also make some extra Ender chests if I want to put some here and there.. I know of nothing I need in the Nether currently.. Running away, I thought I'd just make a portal in the fortress so I can easily get back without going over that lava bridge, but the overworld location was in ocean, so I ended up deep down in a cave at -11... I guess I can try to see if I can manage to make a little fake island with a portal when I want to go back..
Scarily I now have the ability to summon the Wither.. Do we dare? I would love to play around with these beacons.. Never thought the wither before in any game, and thus never made a beacon
I have a rule when doing Nether bridges (lava or aerial), and even on long "ground" passages, to build a little cobble "hide hut" from time to time so I have something to hide in from Ghast Blasts. Sometimes (especially aerial) I build it entirely encased: three wide on the base, walls, and then a block right overhead. Never built one anything like that long though.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yeah.. Earlier I've tried to create bridges with bottom slab to walk on to avoid spawns, full block on each side to box it in, and a slab above to make it impossible to get in or out unless I add a door. And then maybe once in a while blocking of a bit more, so I can hide if needed.. But most important part is not being pushed off.. The attempt above was an attempt to do it simple and quick, and when I was that low and had a fire resistance potion, I was hoping to be able to build a step underneath it and get back on the bridge if I was pushed over.. Didn't get to test that, but bridged over ok at least..

Did go for the Wither.. Tried to find a decent place underground without caves, but hitting openings below ground all over the place.. Ended up digging into the ocean where I guess/hope there will be less caves. Made myself a fake island and dug down..
Decided to stack the odds in my favor by building myself 24 iron bodyguards first ;).. 4 pairs of alcoves on each side of the tunnel, and 3 iron golems in each of the 8 alcoves.

Most of the golems survived.. 12 woulda been more than enough I think.. But it worked out very nicely.. Have seen no indication of other caves where there might be potential mobs the wither would go after, so he came my way. I got in 4-5 hits with the bow at range and the iron golems did the rest...
Now I have a beacon to play with too.. Though I do not really know what I'll need those effects for at this point..
Apart from trying to finish the city build, I guess I have some possible other objectives:
- Trying to clear out an ocean monument and see how that works.
- Possibly going after Ancient city and/or warden.. I don't think I have located any such biome though.. But then I haven't mined much after I got enough diamonds for full diamond gear either..
Kinda running out of objectives.. Not burning for any of the above right now.. But we'll see...
Im in love with this series! You should try to make a giant statue or something!!!
Thanks.. Was planning a statue within the main castle doors, but a statue with a 2x2 base of 3-5 block height is kinda hard to create ;).. I have some dragon heads and a dragon egg I can maybe find a way to put on display there..

That's the middle of this section:
And that brings us to another problem which I think might be next up.. I planned a little water canal around here which I could put some coral bits and plants into at some point and have a nice area when you got into the castle, but it has been totally taken over by iron golems.. There's 22 golems bading here and that seems to be the absolute limit.. There's 5 in every corner and 2 extra on the side that doesn't have a bridge.. And then there's at least 11 golems outside of it, which I also find too many.. I'd be fine with 2-3 walking around here, but this is just all too much.. It even spawned a golem within my library, which I dunno how I should dispose of.. I guess I have to make a big whole in the wall, push it out, spawnproof the library somehow and repair the wall.. All these golems are villager spawned too, so I'm one misclick away from attacking one and dying and losing my hardcore game..
I see three solutions:
- Creating some posts locking in iron golems at specific positions, spread out within the city, so when the villagers gossip, there is always an iron golem close enough for them not to spawn a new one.. Sounds like a half decent option, but requires some calculations as to how many I need and where I need them, and some way to build the enclosures for them to not look too bad..
- Somehow spawnproof most of the city.. I don't really see that as a valid option.. Puts too many restrictions on how I can build within here..
- Find a way to get rid of them, so they disappear close to as fast as they get in..
As the second option sounds sad, and even if I do the first, I need a way to get rid of the surplus golems afters. Thus I thought I'd look into the third option first.. As they somehow pathfind into the water here and get stuck anyhow, I was thinking of trying to create some mechanism for me to be able to suck them out from underneath and get rid of them with lava.. I have way more iron than I need from my existing iron farm, but could possibly be interesting to hook it up as a farm to see how valid that is..
First option that comes to mind, is to create trapdoors that I can open with redstone bits.. And end up with a lever I can use to open up the floor below the water, and hopefully the golems can then drop down to a lava kill chamber.. A few possible issues:
- I'm unable to open the floors in the corners, as there is no block to put the trapdoor on in the inner corner, and the two trapdoors next to that one on the inner side will connect to the same corner block, which I don't know how to power.
- Villagers also pathfind into the water.. However they seem to swim at the surface an be able to pathfind out.. Not sure if they might end up pathfinding into the kill chamber too.. But if I manually enable it when there's lots of golems there I can at least watch and see..
- Trapdoors on the bottom will look sad compared to sand and water plants and such, but the alternative seems to have it filled with iron golems, so I guess then trapdoors are preferrable.. I guess sticky pistons could be an alternative, to be able to have the bottom look better, but that sounds way more complex, and an issue to get space for pistons at the inside part.. MIght not be possible with the space available for all I know..
Iron golems in water is a bane for me. Villagers, too. I had to make spots with staircases along my water fronts like this...
...And then use leads to bring them back onto land periodically. There's a few spots in particular they end up gravitating towards in the water.
For the villagers I use boats and take them to the same spots, which is sometimes worrisome in that I fear I may hit them breaking the boat and develop a reputation low enough to cause golem aggression. I had that happen moving one on land once. I hit him with the axe (I think he died but I forget) and that was enough cause those nearby to see and gossip about it, and the golems started attacking me.
You have unintentionally built an iron golem farm. Due to the buggish nature of Iron Golem spawning in large and especially multilevel villages, it's not realistic to unbuild it. Own up to it and build the kill mechanism, presumably a drop from the pool.
For building a coral pool: Aren't Iron Golems more than 2 high? So couldn't you keep them out with a low ceiling?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yeah.. Golems hit very hard, so very dangerous to have walking around a misclick away from losing the game...
Hehe.. Yeah.. I already have an iron farm, but I just had to do something with this...

Behold.. What happens if I switch this lever?



Seems like the moat have become deeper.. And an iron golem took a dive.. (After I pushed it a bit)..
Redstone powered a bunch of trapdoors, so now I have a 6x2 area in the middle of each side of the moat. Sadly, the golems are not too eager to fall in here.. Some did fall on their own, but most of them I helped a bit by bumping into them. I guess if I leave it open, they might eventually move down there by themselves, but it would take a bit of time. Also, on the 3 sides with bridges, the middle 2x2 of the opening has the bridge, so there's really just a 2x2 area on each side which the golems swim in where they can go through... Not ideal.. I can flush them out, but would be nice if I could somehow create a current that sucked them down...
To power a set of blocks next to each other, the only way I know how to power them all is by putting down repeaters for each block.. Did that on 3 of 4 sides here, but the fourth got too close to the gate redstone mechanics..


So for that side I powered the blocks from below and put yet another row of torches below that to get the mechanics low enough to not interfere with the gate.. I then used repeaters to power the bottom row of stone bricks below the torches here..
Had to use a similar approach on the inside.. Stacking 6 repeaters at the same level as the trapdoors for two sides, and use torches to lower the mechanics 2 blocks to be able to power 6 blocks on the other two sides.
A simple kill chamber.. Putting the lava up high so they don't destroy the loot.. (Or at least reduce the chance)

That's something else.. Yay.. Sadly, the bottom of the moat is now trapdoors, and I guess I can't put anything on top to cover it either, unless I find some plants or something that iron golems can move through, but still they don't need to attach to a solid block below..
97 iron ingots got into the chest after flushing out the pool once..
No redstone left though.. Traded with a cleric 3-4 times to get enough redstone for project, but when I can only trade 24 redstone at a time it's a bit tedious..
A sad attempt of creating a statue.. But at least I show of my treasure ;).. The three headed dragon guarding an egg?
I was able to put grass and kelp on the trapdoors, but of course they break when I turn the lever.. The trapdoors are pretty visible at this angle..
Still more Iron Golems all over the place..

Figured I'd try to put the golems around in sentry boxes.. If I understand it correctly, villagers are not able to summon a new golem if there's already a golem within 16 blocks.. So I decided to put up sentry boxes with iron golems so almost all blocks where the villagers are walking are within 16 blocks of a golem in a sentry box..
An attempt to make a small sentry box to the left here.. There's a bottom slab underneath the golem, so they have a full 3 blocks height to stand in, in a 2x2 square. Doesn't really look like they're boxed in, but they don't seem to be able to get out with the 2x2 roof above them.. Trying to find an idea to make the sentry boxes a bit more interesting, but interesting to see if Golems will stop spawning or not.. Also trying to lively up the city with some tree sand flowers.. More coming.. And built another house with space for another 8 citizens as we seemed to not have a bed for everyone..
Ah, beautification with trees and flowers. I approve. I especially like using large oaks for that (I almost never use small ones for village/city decorating).
Why not just let them summon as many as they desire? It will slow down/stop eventually.
They definitely spawn a lot, though. It's the inverse of older versions, where they needed a certain village size that would never (?) happen naturally, so you never got any normally. Now it's like for every two or three villagers there's a golem, at last that's what it seems like in my village. But they will help fend of mobs at night that wander or spawn in (in my non-hardcore world, I didn't go to the extent of making every block spawn-proof, especially before 1.18's change to minimum light level requirements for spawning), but they will be replaced. So, a natural cycle, if you will.