Added episodes 7, 8, and 9! Enjoy!
I also added a world download for anyone interested.
Yessssss! The pictures rendered! Since you appear to enjoy enchanting, it would be ideal to make a grinder out of that zombie spawner! If for some reason you want a lot of r. flesh, remember the looting trick! Make the zombies spawn, fall into water off of a large overhang, let them really gather, use splash potion of HEALING, and then hold one of your looting swords!
I understand that making a mob farm is difficult and frustrating so here is another fun project:
You should make a custom banner, hang it by your AFK chamber, then imprint your shield with it.
This video will hopefully help you in the future with your Dig and Die world.
Note: #2 May have been removed and #5 is a console exclusive
As a bonus, if you ever get a looting axe, you do not need to kill a mob with it, but hold it in your hand as the mob dies. For example, if you shoot a bow at a ghast, while the arrow is in mid-air, switch to your looting sword and it will have the same effect. Same works for tnt and wolves for sure but maybe lava too!
1) Try getting a shield, they are very cheap! (Unfortunately, they REALLY block the screen)
2) Try placing a block between you and the creeper, makes a noticeable difference
3) Combine these two tips with blast protection armour and hopefully they will never be too much of a threat ever again
Another creeper? Creepers are so crazy overpowered in 1.9 I think it is fully justified to place a command block executing /kill @e[type=Creeper] in the spawn chunks to prevent them from spawning, or use a mod to remove the armor penetration mechanic and/or nerf their damage (command blocks may be able to do the latter, though probably not without also nerfing their block damage. Without armor penetration they are survivable in full diamond armor on Normal and enchanted diamond armor on Hard) - you are really asking for it by playing on Hard (even on Normal diamond armor will not save you from a direct (or not so direct) hit - make that full Protection IV diamond armor! Even on Easy they deal more damage than they used to on Hard, both when wearing full diamond armor; iron armor is not enough on any difficulty now.
There is nothing more game-breaking than a common mob that is unsurvivable in maxed-out armor and deals 10-20 times more damage than almost any other mob (yes, it takes 18.25 zombie hits to equal a single creeper explosion on Hard, 16.33 on Normal and 12.5 on Easy - note that higher difficulties make creepers even stronger relative to other mobs - and that does not factor in the reduction in armor protection with higher damage, which makes this ratio rise to 45.6 to 1 on Hard; even the Ender Dragon(!) requires about 5 hits (8 in max armor) to match a creeper... plus the new health regeneration mechanic means you can recover more health between attacks from most mobs, even out-regenerating them in some cases (e.g. cave spider/witch poison).
The discrepancy in scaling of creeper damage vs. other mobs is also one reason why I do not see any real difference between Normal (as I play on) or Hard (or even Easy) since better armor (keeping post-armor creeper damage constant) will actually reduce the damage from most other sources; the armor that I wear only offers about a third of the maximum possible protection in 1.8 and earlier, making it easy to offset the 49% increase in creeper damage (between Easy and Hard zombies deal double the damage while creepers deal 2.92 times the damage; offsetting the latter means that zombies deal about 68.5% as much damage).
Thank you! I have done a lot today, so I think I will split up the events into more manageable episodes.
The "strange natural formation" that you found is a mineshaft intersection, which should have four wooden pillars but they may have burned away (unless you cut the wood down, the lava that burned them can be hidden); these can be either one or two floors and may or may not have additional branches from either level (sometimes there is just one corridor leading to them since the game could not find a suitable placement for any branches, or it was at the limit of 8 pieces from an exit). Another "odd" formation associated with mineshafts is a large rectangular room with a dirt floor, which is their starting point (like village wells); there is always one per mineshaft and if you find more than one then you actually found two or more separate mineshafts intersecting each other, which is quite common further away from spawn (they are most common 1280 blocks or more from 0, 0. In the older version I play in (1.6.4) they are 2.5 times more common than since 1.7; a while ago I found a complex of 9 mineshafts).
I have seen many mineshaft intersections before, but the one I found had no wooden pillars, which surprised me. Thanks for the info! I found one of those rectangular rooms with dirt floors before, but I didn't think it was screenshot worthy. I didn't know that the dirt rooms were the starting points for mineshafts! I originally thought they were slime-spawning chunks.
Hello! This will be a thread covering the development of my survival world titled "Dig & Die". The seed I am using has every biome within 1000 blocks of spawn, and it can be found here: All biomes within 1000 blocks. In my normal survival worlds, I often lose motivation and end up quitting, but this thread will hopefully keep me going!
I am playing in the most recent 1.9 snapshot on hard difficulty.
I appreciate ANY feedback you guys have! Please vote up if you enjoy!
12/29/15 - Episode 1: The Beginning
12/29/15 - Episode 2: Stronghold Exploration and Cows
12/29/15 - Episode 3: Exploring and Intense Breeding
12/31/15 - Episode 7: Horses and a Village!
12/31/15 - Episode 8: Nether Fortress and Spawn Chunks
1/1/16 - Episode 11: Even more resources!
5/8/16 - Episode 17: Iron Farm Complete!