My guess is that it's a notice that it might require more computing resources (a faster CPU namely, probably) and have lower performance on some lower end PCs.
- Princess_Garnet
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Sep 6, 2013Princess_Garnet posted a message on 13w36a Snapshot Ready for Testing!Posted in: News
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Sep 5, 2013Princess_Garnet posted a message on 13w36a Snapshot Ready for Testing!While I'm still early in playing around with things, I've noticed a few things in particular.Posted in: News
1. The sound options reset every time the game is closed (maybe every time the world is closed; I haven't tested that, but it's at least every time the game is restarted).
2. I seem to get annoying stuttering while near a jungle biome, and what's odd is that my frame rate will still be rather high. I've had it varying between 77 FPS and 112 FPS and feel so stuttery that I'd have thought it was dropping to 30 FPS or lower. This may be something on my end, but my PC is more than capable, and I never had the issue before. It's not just on chunk generation either (though it's more pronounced then). I could pause it and let it load all around, and then reload the world, and after letting it settle, simply looking around is hitching a bit. The frame rate is high, but there's occasional and pronounced pauses, and it almost makes jungles something I have to shy from. Anyone else have stuttering exclusive to jungles?
3. I feared this when the tidbits about the new biome placement maps were being shown, but I wanted to reserve my opinion until I could see for myself. Because of the "more realistic" nature of how biomes are arranged, you have to walk forever to see a lot of variation. I spawned in a world and have walked for thousands of blocks (about 5,000 so far), and I've mostly just seen forests (regular, birch, and taiga only) with the ocassional extreme hill and plains biome. I only recently found a swamp and a jungle or two. Yes, it's more realistic, but we already had the large biomes world option for a more larger regional feel. It's fine if deserts are kept more away from snow, but still, this could us being toned down a bit IMO. We got rid of oceans because people hated going for thousands of blocks, and then this is the same thing (oddly, I didn't mind the oceans though, though I did agree they were excessive). Otherwise, I like the new generation.
4. I don't seem to be finding larger oak trees in forests anymore. I'm guessing they have their own forest now (?) like birch trees, but I'm one of those who believe the trees are too small in Minecraft. I'm not suggesting the small trees be removed, but the large oak trees mixed in gave it the needed (IMO) variety. I could just be missing them, or they are less common in some forests?
Overall though, this seems to be a great update. - To post a comment, please login.
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While I have a thread dedicated to my currently active hardcore world, I figured I'd add a notice here that I've finished the Southern region map I've been working on in it, and returned back to the spawn region. This is a milestone for that world as its purpose is for mapping and exploration, and I'll be approaching accomplishing that by cutting it down into region size areas. I now have a second region done. Regions aren't Minecraft regions, but just much larger undefined areas I've mapped, using a new settlement as a staging base of operations for mapping its area.
I'll be taking a break from that world and shifting more into another world for RTG for 1.12 now. I'll still play in my hardcore 1.20 world but it'll be seldom for now, so definitely expect updates to slow there after I get the next four (probably) up. When I do play, it will be to work on improving my gear, getting it enchanted, finishing the remainder of my sort of sister village, and then planning on my next region. Not much which will generate enough content to make regular updates on. Until I feel like I have the prerequisites done that are needed to start exploring again, and until I feel like I've played with RTG for a while, expect the thread to see very seldom updates at best.
I will also be updating the thread itself to give each update a number (probably not titles though). Don't worry Zeno, I didn't forget about this! I just postponed it to do it at the time I paused the updates. I figure with each region being a very large chapter (or season, if you will), I'll make a table of contents linking to the start of each one at least.
It's probably no secret but I'm sort of eventually going for an informal claim to "maybe the most mapped Minecraft world in vanilla on foot, with no elytra allowed" and if not outright, then at least "in hardcore, and with no shulker chests" (I've even gone without enchantments, although I'll be dropping that restriction soon). I mean, I could instead easily make a claim for "the most caved out world in Minecraft" but that's too obvious. (Translation; I'm teasing because I have no claim at that because an aptly named person has claim to it instead, so I'm instead taking what I can get, and I hope it's obvious.)
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The swamp changes sound lovely. I always liked that they were partially shallow submerged with bits of land, but it just seemed like the "catch all" of doing both wasn't that great. Having ones near large bodies of water submerged and the ones inland more land sounds like the way to go. Mangrove swamps were a wonderful addition, mind you, but they did nothing to change that bit about regular swamps, while also having their own problems (they are way too dense).
Normally, yes, I found the large biomes excessive since they double the dimensions, but quadruple the area. With what 1.7 had going on, I found that exhausting (1.7 was to begin with), but I might find myself at home with such sizes in what the collective of mods I'm using does. But that's purely a guess. I'd have to try it.
It's sounding more and more like I might end up wanting to restart at some point eventually. Since it's not a hardcore world, I have a number of ideas of how I could do that. I could restart in the same seed or maybe a different, but either way it would be a restart, and I could keep the world the same and simply have the "lore" excuse being that I simply moved or something. It feels like it would be doing the opening video a disservice, but the real thing the thread is meant to showcase isn't any particular world, but just RTG. And the video sort of serves as my own initial impression, so i guess I could do that and it wouldn't change anything.
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None that explicitly come to mind, no, but I'm sure you can research why fixed function pipelines went away in favor of unified shaders and find there's a number of reasons. This is a change that was happening nearly two decades ago. The industry probably wouldn't have made the change if the latter wasn't better. It likely comes down to flexibility, as well as the associated fact that you'll have less portions of the chip possibly idle (and thus not contributing to performance) on average.
By the way, none of that really pertains to the thread starter's topic though. Going into a "sort of related but aside the main topic" in a discussion post is one thing, but out of place in a thread meant for support, so we probably shouldn't do that here. The only thing to say insofar as the thread starter's issue goes is to find out what changed with their PC between the time the results changed. Until the thread starter follows up with more information, there's nothing to do but speculate. The good news is, if it really was am "overnight" change, it should be easier to narrow down.
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Are swamps a bit untouched by RTG then? What other biomes are untouched? I figure jungles look to be. Old growth taiga? Badlands? Others?
My exploration is still young so I could find this out myself, and should eventually. One more outing to go (and it's starting pretty uneventful so I'm wondering if this will be fast) and then I'll be playing in the other world more, then I can find out more.
I keep forgetting how much is different with older versions. 1.12.2 doesn't feel that old... but it honestly is. I'd say 1.18+ is its own thing as current Minecraft, and so even 1.13 through 1.16 is another, so it's two "eras" back. The big thing I'll need to adjust is the lack of swimming. Sometimes I just swim across deeper or wider water portions. Boats seem more mandatory here. No wonder you took a focus on making rivers more navigable.
I suppose a "large biomes" equivalent would feel more at home for me.
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If results changed, then something changed to the environment producing the results . That is always the answer to "results were A, now they are B".
If it's not a hardware change, then it's a software one.
As for what specifically it was that changed, outsiders can only guess. There's an untold amount of possibilities, and asking others to guess is asking them to find a needle in a haystack.
Thermal throttling?
Windows updates?
Driver changes?
Setting changes?
Different conditions within the game?
And so on.
The good news is, if it happened overnight (even if that's figuratively), that really narrows down the time window of which you need to explore to find out what may have changed. Often times when it comes to this situation, people don't seem to want to put in the effort on that part and will default to "well nothing else changed", in which case... there's nothing further to say. If a situation is being presented where the results have changed, and only one thing can cause that, but that one thing is being ruled out, that makes for a bit of a dead end.
But again, I'm just guessing, as that's all any of us can do. If the change was that sudden and quick, it should really narrows things down. The WiFi won't impact frame rate (it can cause "lag" but not frame rate differences). A frame rate drop many times over, assuming the conditions of the game itself are the same (?), should make this easy. I'd be looking at thermals to rule out thermal throttling, and as an aside, watching other metrics to see how they behave to see if anything else may explain it. Otherwise, drivers would be the big thing to look at, but even that alone seems shocking to explain that much of a drop. You may have to really explore the game environment (mods, settings, etc.) to see if something may have changed with it. Are other games/applications behaving the same?
Examples would help. Show some images with the F3 screen active. Show some videos. Something. I got 300 FPS and now get 50 FPS is... vague.
Something dedicated to a given task tends to often be better at that task (at least in some regards) than a general purpose thing doing that same task. There's no surprise there. The tradeoff is that the general purpose thing is more flexible.
Fixed function pipelines went away for a reason though. When chip makers design a chip, they want to reduce the amount of the transistor space being occupied by the chip, but unused, as that's wasted potential. Obviously you can't make every bit of a chip contribute at every moment for every workload, but making something more flexible goes a long way in reducing it on average.
The bigger problem, as has been said, may be Minecraft itself. People seem quick to complain about modern hardware, or modern drivers, or modern software as the problem because it doesn't cater to the game. If the game is the one doing it in outdated and even improper ways (and it did/is), why is the game not the issue? The real solution would be dragging the game into modern times, but...
1. There's too many people on old hardware that they refuse to give up.
2. The game (especially the Java version) likely has too much technical debt to consider at this point to make it easy, so they have to do it more slowly and over time.
3. This wouldn't help old versions anyway, as they remain as-is (Mojang doesn't create multiple versions and then update an increasing amount of releases, but instead the fixes are the newer releases). Instead, the community would have to deal with or resolve whatever issues arise.
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But your swamps are exciting to see. Or they seem that way. Mangrove swamps are too dense, but nice otherwise, and normal swamps are... okay. I don't like finding them a lot though, so maybe if you have I'd feel the same.
I like that jungle hill. Do you have a sparse jungle (or something resembling it) in this? I'd love to find a warm area (because I'm tired of cold ones!) as a backdrop to either a village, or an area I could build.
The bear attacks were funny (sorry), but will they keep attacking?
I think the savanna being a bit more open at times is nice. I think vanilla ones could be slightly (emphasis on slightly) less dense on average. They're supposed to be grasslands first, and they are, but the tree coverage is often slightly (again, emphasis) high I think.
I understand this sentiment from a pure exploration aspect, but as I also tend to view worlds as a canvas to build a world in, I think that's why I yearn for larger biomes. If you want a village nestled in a forest, or in a vast desert, or in the middle of a large plains biome, and to have all those things surround it enough, well... the old small biomes don't often fit as well for that. But for exploration, if variety is your goal, yes they work better.
But even for exploration, I think larger biomes can work because it's a "slow burn". There's obviously a balance, but the smaller they are, the sooner I think one would reach the point where they feel like they've concluded seeing everything a world has to offer.
(I'm not saying smaller biomes are "wrong", mind you, but you mentioning this felt like a good spot to offer a counterpoint as to why I think I see value in larger ones, both from an exploration and building aspect.)
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This one will be just as quick as the last one. I guess this area was somewhat uneventful, at least in amount. There's something pretty surprising though.
I continue heading East past the shipwreck found near the start of the map, as I'll pass close to it later. In the East the plains become forest and I reach the rides spotted near the Southeast of the last map/update.
I note that there's largely forest towards the center of the map; oak, birch, and some taiga.
I head South and there's more plains and some larger hills. There's also an ocean ahead. The ocean has another shipwreck in it, and the hill has a cave in the side of the ridge.
I keep heading South, seemingly planning on doing my "repeat the L shape" sweeps.
What... is going... on!?
I expected a warm, or possible a hot region, eventually in this rough area (emphasis on rough, but still). Why is there a cold region here!? I thought I knew terrain generation but apparently the last two outings flipped that all upside down. Zeno said it's not unusual so who am I to argue with the results?
I check the shipwreck, which does have a cabin, to soothe my mood.
I go to head back North and get a look of this quadrant of the map. The Southeast is ocean, and the plains and hill are on the shore. Time to head there.
From atop the hill, I get a better look at the remainder of the map. As spotted from the Northeast corner, it's largely forest.
I also get a closer... perhaps too close, look at the cave spotted a few pictures back.
I head North down the hill and into the forest, and the West, bringing me back to the shipwreck spotted at the end of the prior update/the start of this map. I like these partially buried ones. You could renovate them into a small home. It indeed has a cabin. That's like the last... five (?) that have.
I do another L shape pass and come across another cave, or more of a cove of sorts, on the other side of the same hill that the first was spotted on.
From here, it's a fringe bit of plains and a lot of forest, which is uneventful other than the fact it starts raining near the end of the map, and has a ruined portal.
The portal has nothing (or next to nothing, I forget, but I didn't save the picture so...) but I do take the gold block this time.
One map down, and one remaining.
I start the last map to the West by running North, as there's forest here, but I know a small bit of the Northeast is forest. There's yet another shipwreck here. This one was spotted only by the mast sticking a bit above the water just off the shore.
I continue South back into the forest, and then North, where I then head West.
It's all taiga and mega taiga, complete with the typical overabundance of rivers that seem to often occur in those biomes.
There's not going to be much else to say terrain-wise as that's all the rest of the trip and this map is. But there are some things to show and that happen along the way.
The first is this cave in the Northwest.
Next is another ruined portal near the center of the map.
And last, but definitely least, is this villa... what!?
So remember how I once said you could be going through a taiga and just smack into a village? I saw dark oak and stone and thought that's what I was finding, and starting thinking I had a moment of safety, and it took a moment for it to register I was standing right next to a pillager outpost! I immediately fled, and only one gave chase, who was easy enough to deal with.
It was pretty humorous and gave some energy to the end of a boring map.
So I head West and go around it, which basically lets me fill the remainder of the map in anyway.
With that done, it's time to head home for another map update.
As I approach my house, I spot the wandering trader that was around when I left. But another one showed up from the hill on the right!
I greet them, and then make my way inside to update the map.
Before...
And now...
One final outing left, and then it's back to spawn region (I will stop back here one final time though), and then this one is done being used. At least as a location to stage outings from. If I ever return at all, it will be because I'm somewhat near and/or need something.
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Two updates in one day, because why not? This one also packs a lot of coverage into one update since, immediate spoiler alert, nearly half of the distance covered is ocean.
I also decided to do something else new. I've taken videos to compliment my descriptions and images at times, but they've always been for the new areas I've been showing, or to show off the locations I've built. I've never done one to show me running to or from one of my settlements to where I'm starting a new map, and I figured this might be a good time to do one.
So the good thing is, this video is entirely optional to watch. You miss nothing to skip it. It just shows me running from my settlement to where I'm beginning the update. But it serves as a good example of what I do all... the... time and why these settlements are so important. It might also show why, despite Zeno being a bit unhappy with it (and I understand) I sometimes try and pack a lot of maps into some outings.
With that out of the way, here's the newly explored stuff itself.
As mentioned at the onset, the entire map basically is, with the exception of an island, and a small bit of land in the very South.
I run a sweep North, and then East. There's land further East as I already knew, and that will be the next map I do.
There's a shipwreck near the Northeast, which I confused for an ocean ruins when doing the map to the North (last map of the immediately prior update). What's interesting is this is not all that far from the two I found near one another on the prior map.
The shore sort of runs North and South just off the East of this map, and in the Southeast I spot an ocean ruins. I don't bother checking it.
With the map largely being ocean, I decide to explore at night.
I sort of do an upside down U shape, and then fill it in with the same pattern here. Returning to the North of this sweep, I check the shipwreck after ensuring no mobs have spawned on it.
It has a cabin, and while checking the chest, the nearby water monument announces its presence to me. I knew there was somewhat nearby as I saw the guardians earlier, but I didn't know it was this close.
I take all the contents, and continue on.
The South bit of land has taiga and dark oak forest, the latter of which offers me a chance to play my favorite game within a game, called Treetop Garnet Simulator.
One quick map done.
I start the next and find the forest is a flower forest, so I gather a stack of White tulips.
Just off the shore to the North is a pretty sizable cave opening.
But this was only a hint of what else was nearby.
I turn and run a sweep South, and while the North is birch forest, the South is plains and rolling hills.
But these plains also have caves.
I reach the South and shift to an East direction. I guess I'll do a proper U shape this time. Further East is more forest, and near the Southeast are some plateaus.
And more caves, of course.
I then spot some savanna to the east, which I was expecting. When viewing the South from the Southeast portion of the map to the North, it was savanna.
There's an ocean along this side as well, and beyond it is the actual expected savanna area.
And from the North, we spot the sparse jungle of the map from the last update.
Looking towards the center of the map gives us an overview of what remains. This is that valley I saw last update when I discovered it wasn't entirely a warm climate down here.
The ridge on the other side seems to be the back side of the birch forest hill that had all the large split cave openings.
So I continue my U shape runs and will ultimately end up there again, giving me another look at it. Before that, I come across a ruined portal near the South. But it has nothing of interest. A tool (maybe a how?), armor (leggings?), a fire charge, and I can't remember the forth thing. It does have a gold block, but I even skipped that due to the time investment since there was lava all around beneath it.
To finish the map, I get one more look at the aforementioned cave area, as well as yet another nearby. There were a lot on this map.
That's two maps down fast, and two to go. So now I head South to start the next map.
I end this update where I stopped, which was at the start of the next map, having found yet another shipwreck.
Will it have a cabin, too?
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I made a video which might serve as a good example to showing how they want, if you are interested. If not and you changed your mind and don't want it spoiled, don't watch it.
You can see how only one of the tree sculk shriekers activates at a time. Normally a darkness effect comes with this activation, but I'm in creative so it doesn't.
That should be six warning levels added if they stacked, but it wasn't, so clearly they don't stack.
You can also notice how the middle of the three times a sculk sensor hears me, it doesn't pass an activation to any of the sculk shriekers. That's because it was still probably going through the first activation and hadn't finished yet (again, there's usually a darkness effect added for many seconds after).
The sculk sensors are harmless on their own. If you ask me, beneficial even, because they sound cute. The other noise is the one to be terrified of...
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To be fair to No Man's Sky and Cyberpunk2077, those two games apparently actually turned themselves around, but they were indeed lackluster at launch, and those are probably exceptions to the norm. Most games that launch in bad spots probably don't have the funding and/or developer desire to try and turn them around, so they get abandoned and left in a bad state. It's why a lot of games just repeat the same old formula instead of taking risks, especially these days. Games are costlier than ever to make, at least the triple A games are. Big companies, whose purpose is to make as much profit as possible for investors, don't want to take risky propositions. They want to take safe and guaranteed ones.
It's part of why I've said people acting like this is only a thing with Minecraft are seemingly living in a bubble. Not that it excuses Minecraft from it, but this is how a free market operates. The market sets what is accepted. If people buy it, then it continues.
The graphics card market is the same way right now and it's really bad. nVidia is cutting their product stack down to get people to spend up, and it's working. When I bought my last graphics cards, I bought the GTX 1060 at $260, which was a vanilla x60 tier product that was three chips down the product stack. It offered nearly two-thirds of the performance of the flagship GTX 1080, and cost less than half as much.
Want to know what nVidia's product stack is like this generation? The card that is three chips down and represents the same "just shy of two thirds the flaship" is now called the RTX 4070 Ti (not the regular RTX 4070, but the RTX 4070 Ti) and cost $800. The real RTX 4060 is a glorified x50 part and, a very long eight years later, bumped the VRAM from 6 GB to 8 GB (seriously...), and cut the memory bus from 192-bits down to 128-bits. As a result, people are swarming to the RTX 4070 and RTX 4090 over the former x60 and x80 tiers that used to be most popular (the x70 used to be the relatively unpopular one because it was flanked by the x60 that bested it in value and the x80 that bested it in raw performance). The RTX 4080 has been nVidia's worst selling x80 tier probably ever. It was intentionally released at an overpriced point to serve as a price anchor to get consumers to spend up to the RTX 4090, and the RTX 4060 was cut down so much to get those same people to spend up to the RTX 4070. It worked. nVidia's x50 and x60s are what dominate the market, so the poorer people who buy those end up with a cut down product they now have to upgrade from sooner.
And to add sting to all of this, AI is booming. Neither nVidia nor AMD have much incentive to sell anything great because they don't want to. They get much higher profit margins on using that silicon for AI chips that can be sold for five figure, so even an RTX 4090's price is peanuts. nVidia especially can throw out the worst stuff imaginable and people eat it up simply because they're nVidia. They're becoming Apple, with fans to match. And I mean that literally. nVidia is the third largest company behind Microsoft and Apple. Yes, they're bigger than Amazon. It's all because of AI. It's been disappointing watching a company I used to love the most out of all the tech brands turn into something ten times worse than Intel was a decade ago.
Point of the rant is, it's happening in games, and it's happening in everything. The market ultimately sets what is acceptable (to a point). If enough consumers accept it, what can the rest do? Not much. Best you can do is avoid those things and seek out alternatives. At least there's no shortage of good games to play instead (Minecraft being one of them, despite all the issues one can raise with it).
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I believe multiple sculk shriekers don't stack because I've gone through ancient cities where two, three, or even four were clustered and it only seemed to count as one when it goes off. Only one of the sculk shriekers shows the visual effect of going off, and I should have summoned a warden in multiple instances where I didn't. I think once one activates, it prevents any others from concurrently activating for a set amount of time.
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That's precisely what one of my trips back to my spawn region was for. I was getting materials for an ender chest (namely the blaze rod). I do already have copies of most of the maps moved back to the spawn region though, as I took them there on the most recent trip I just arrived back from.
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The pillagers (I missed an update so I'm one behind and referring to the one two back) aren't worth taking on unless you want them gone. I don't consider the crossbow or banner too valuable but maybe others do.
I'd say you handled you well, even though it started bad. I wouldn't have even stayed to fight. I would have ran and tried to eat to regenerate somewhere.
I wouldn't have ever gotten so close and tried to sneak hits in with five of them. That's too risky because it leads to exactly what happened.
I would have tried to get them to give chase to separate them a bit and tried to pick off one or two at a time.
Full unecnahnted iron isn't much, as you found out. I recall that a pair (or maybe three) skeletons giving me similar damage risk in my the beginning of my current hardcore world, and it's what made me fear early that my no enchantment rule may be too much and lead to me losing the world, so I just... avoided risk since. I think I was entirely in iron at that point (I may have been missing the helmet still though) but I had a shield and still needed tree cover.
Even full diamond isn't enough to be careless. Really, you shouldn't be careless at all in hardcore, ever, but enchanted diamond is where I start to feel comfortable. Enchanted netherite (including blast protection) made me feel almost comfortable even surrounded my creepers. I recall taking two or three back to back and almost tanking it in that armor. But with creepers, a lot has to do with distance. They often never truly hug you, which is where they truly do damage, unless you move into them after they start charging. Even in my current world where I just have unenchanted diamond, I took two creeper scenarios back to back, one knocking me nearly into the other behind me, and thinking it was nothing... because it did almost nothing. My lack of panic make Zeno panic at how risky it actually was, haha.
My own world is so far in and I'm still only in unechanted diamond (I only "recently" dropped the restriction that I can't enchant). I'd say that's not enough if I was playing more normally (taking risks), but all I do is explore and never approach danger. It's enough to take on a pillager patrol or outpost though. It's a fair step up on what iron offers.
What is the purpose to the wooden slab on top of the composter? Decorative? or is there some function?
How did I not know hay bales reduced fall damage?Seriously? That's like a 1.6 addition, right? How did I not know of this!?
As for the sculk stuff, and I'll spoiler this in case you don't want to know mechanics and want to natural discover things. If you don't know the mechanics and don't fully want to, this may ruin things for you.
The warnings are applied per player, not to the sculk shrieker itself. The sculk sensor will indeed light up when detecting nearby noises even from mobs (bats do this constantly), but they won't pass that to a sculk shrieker.
So unless you make a sound near a sculk sensor which is then passed to a sculk shrieker (and this will result in the obvious noise of the sculk shrieker as well as the darkness effect), and unless you do it four times within ten minutes, you have nothing to worry about.
You get three warning levels allowed, and the forth summons it. You lose one warning level every ten minutes.
Though you're in no real danger to just mine despite knowing they are there, even if you hear a sculk sensor activate. Personally, I think they sound too cute when activating anyway (this is going to result in me summoning a warden one day...) and you have a generous amount of obvious warnings a shrieker goes off, so if it goes off once, wait ten minutes and then try and remove it. Unless you're near an ancient city (which is potentially good in its own ways), it just shouldn't be a big enough concern.
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I decide to start the next map in the ocean and see how much I can chart that way. It appears to quickly begin ending and heading further South off the map as another land mass appears, but there's a bit of waterways that cut through and leads to more ocean beyond it, which does go a bit North, meaning the Southwest of this map seems to be largely ocean.
About halfway across the map heading West, I find a shipwreck.
I take everything.
I head further West and realize the sun is setting, and I don't know if there's going to be enough ocean to occupy me for a full night. I look for land to head to, and looking back where I came, I see... another shipwreck. Really!?
I land at a small island to the West of the above picture, then continue filling out what I can by ocean and then check the other ship. It, too, has a cabin despite being less of a ship than remained of the first.
I again take everything, including the potion (potions are disallowed, but I made an exception early on for experience potions found as loot).
The ocean continues North on the West portion of the map, but it's not vast so I can see there's going to be a fair bit of land charting to do.
Along a shore where a river meets the ocean, I find this cave.
A bit further North, the ocean meets the expected plains and plateaus.
So from what I've seen thus far, those should be in the Northwest, with forest being most of the East? Seemingly taiga along the fringe South and oak being the rest.
As a spoiler alert (not really?), that was indeed how it was.
The plateau to the North had a reminder of something I saw along the South edge of the map to its North. There was an edge I walked towards from up there and saw a big opening below, but as I needed to descend it to see it better and didn't want to at the time, I decided to wait until I got to it from this map. And here that is.
As inviting as it seems, it seems occupied.
The forest is mostly uneventful, but has some caves I pictured.
With the last map done, I continue my trip to the Southern region home.
On the way back, I end up passing by that bit of wild terrain and getting another look at it after all.
I arrive home to a pretty sunset behind my destination. I may or may not have slept under the stars on a bridge that night.
I notice I have friends waiting and looking for me!?
Now it's time to get the map updated.
Keep in mind I did an adventure of three maps on the way to my spawn region, and then an adventure of four heading back. So there's seven new maps. However, two fall beyond the border of this region's map, so I'll be adding five for now. The other two are going back North.
Here's how the map for this region was when I last showed it.
Here's what I'm about to add.
Here it is now.
And finally, here's my plans for what is left to do.
Alternatively, I considered doing the closest column of four maps on a first outing (numbered 1, 4, 5, and 8), returning to place them, and doing the other column of four that will be off this region's map, and then returning North to my spawn region home. That seems slightly more efficient, but only slightly. And I may decide I want to return to this region's home one final time to bring back as much materials as I can fit. So I'm thinking I'll do it the first way.
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Whatever it is, I like it that it happen, even though I wouldn't want biomes to be small regularly. If only they were a bit smaller at the top end, it might be a more perfect balance, but I'm not sure if making that change would impact things at the lower end too.