• 1

    posted a message on Downgrade survival


    i have one question what if i make a Minecraft world but then go into the folder delete the region folder and then replace it with a region folder of another world that has a completely different seed


    This will work but newly generated chunks will be different, leading to sudden biome changes and cliffs between existing and new terrain, much like these examples (in these cases I actually loaded a modded world in vanilla, with the seed remaining the same, but the same applies to a different seed because each seed has different world generation even if the version remains the same):

    In this case vanilla has ocean where the modded version has land, so new chunks (on the outside) were ocean:


    In this case the modded version doubled the depth of the ground, leading to giant cliffs down to vanilla terrain, which was otherwise the same (much smaller cliffs will occur in worlds where the seed changed, though you could have a mountain biome cut off by an ocean, or a custom world which will take on the terrain of the new seed, e.g. a caves world type changing to floating islands):

    The only thing that will change in already generated terrain is the locations of slime chunks (where slimes spawn underground), which are determined using the current seed, and for versions between 1.6.4-1.12.2, where the game thinks structures like strongholds are located (i.e. eyes of ender will lead you to where the game thinks they are based on the current seed and witches won't spawn in witch huts) if you don't copy over the structure data files in the data folder, which can also cause structures to generate in otherwise invalid locations, as shown in the second example above (the game saves structure data for all structures within 8 chunks of generated terrain and vanilla read the saved structure data from the modded version, placing them at impossible altitudes). Note that the data folder also stores map item data, which will cause maps to break unless you include the "idcounts.dat" and "map#.dat" files). Worlds in versions older than 1.2, or upgraded to newer versions, will also take on the biomes of the current seed (snowy biomes may have rain and vice-versa since it wasn't saved with the world until then, much like structure data prior to 1.6.4).

    Posted in: Survival Mode
  • 1

    posted a message on Why not add volcanoes?

    I support volcanoes and volcanic biomes (I even added them myself) but not volcanic eruptions, which would be very difficult to implement in any case and natural disasters will always get a "no" from me (including caves getting flooded with lava, I am quite particular to keeping the caves I explored intact even if I never visit them again since I consider them to be the equivalent of other player's builds and these maps I make rely on player-placed torches); my solution to make them more dangerous was to remove all water (aside from rivers that pass through them) and greatly increase the generation of lava springs and lakes and add silverfish stone, helping offset the doubled amount of ores, and replaced slimes with magma cubes (including above the surface, they spawn in any light level and are immune to fire):














    This is an analysis of a 100 chunk area, including ores and other common blocks that generate as part of the biome; most ores are about twice as common as normal; emerald is relatively more common than it is in other biomes with it, including actual veins in addition to single blocks. Note the complete absence of water, which will only be present when flowing in from adjacent biomes (it does rain despite the temperature being that of desert), there are also "dead trees" scattered around, mostly leafless as if they were blasted away by eruptions, so wood can be found, in addition to sticks from dead bushes:
    (1:0),Stone,1679404
    (1:1),Stone,100464
    (1:3),Stone,99932
    (1:5),Stone,102334
    (2:0),Grass,1547
    (3:0),Dirt,78594
    (3:1),Dirt,9183
    (4:0),Cobblestone,1906
    (11:0),Lava,30167
    (13:0),Gravel,72985
    (14:0),Gold Ore,1619
    (15:0),Iron Ore,16522
    (16:0),Coal Ore,38387
    (17:0),Wood,34
    (17:1),Pine Wood,4
    (17:12),Wood,84
    (17:13),Wood,1
    (18:0),Leaves,14
    (21:0),Lapis Lazuli Ore,795
    (31:1),Tall Grass,174
    (32:0),Dead Shrub,205
    (49:0),Obsidian,2660
    (49:1),Amethyst Ore,142
    (56:0),Diamond Ore,471
    (73:0),Redstone Ore,3629
    (97:0),Hidden Silverfish (Smooth Stone),10557
    (129:0),Emerald Ore,1255

    For comparison, this was 100 chunks of a different biome with a similar average altitude and normal ore generation (diamond and redstone seem low because I lowered their ranges to accommodate a lower lava level, which reduces the overall amount but the density when branch-mining or caving is the same; vanilla 1.6.4 has about 3.1 and 25 per chunk while 1.8+ has about 3.7 and 29):
    (1:0),Stone,1781703
    (1:1),Stone,67344
    (1:3),Stone,66868
    (1:5),Stone,66358
    (2:0),Grass,20693
    (3:0),Dirt,162503
    (4:0),Cobblestone,162
    (9:0),Water,4902
    (11:0),Lava,3307
    (13:0),Gravel,37890
    (14:0),Gold Ore,913
    (15:0),Iron Ore,9501
    (16:0),Coal Ore,24245
    (21:0),Lapis Lazuli Ore,419
    (49:0),Obsidian,68
    (49:1),Amethyst Ore,61
    (56:0),Diamond Ore,247
    (73:0),Redstone Ore,1945

    Posted in: Suggestions
  • 1

    posted a message on Why is nothing spawning there?
    Quote from Hexalobular»

    Wither skeletons are very particular about where they spawn unless things have changed in recent updates.

    It's possible that the towers are too high up, you could try building the spawning area at the same level as the walkways.

    Also I believe there are 2 types of spawning areas in a nether fortress, on the walkways and in the corridors they will spawn on any solid blocks, between the walkways they only spawn on nether brick, I've only ever seen this in reference to walkways and I don't know if the towers count as the first type or not.


    So try building it lower and using nether brick for the floor.


    According to the Wiki this is still the case; fortress-specific mobs can spawn on any valid spawnable block within the bounding box of an individual piece (any type) but only on nether brick within the bounding box of the entire fortress:

    In Java Edition, the spawning algorithm has two checks:

    It checks if the spawn coordinates are within the "bounding box" of a single piece (e.g. corridor or walkway) of the fortress. In this case the block type of the ground does not matter.

    It checks if the spawn coordinates are within the "bounding box" of the entire fortress and whether the ground consists of nether bricks.

    https://minecraft.gamepedia.com/Nether_Fortress#Mobs

    Basically, as long as the ground is nether brick they should be able to spawn as long as you are within the bounds of the entire fortress (a cuboid whose dimensions encompass the min-max xyz coordinates, so an "L" shaped fortress would be able to spawn mobs in the corner without any actual structure, and between the altitudes of the lowest floor and highest roof (the support pillars do not count).

    Posted in: Discussion
  • 1

    posted a message on I have GLFW OpenGL error and I tried everything
    Quote from MrJorgeNava»

    This laptop is too old for Minecraft's requirements.


    Time for a new computer.


    A Radeon 7000 series GPU meets the minimum requirements; the most likely issue is using 8 year old(!) drivers and more up to date drivers are available (the latest I could find for a 7550M were from 2016, of course, that could still cause issues with the newest versions of Minecraft but older versions could certainly work*, then again they probably want to play the latest version):

    https://help.minecraft.net/hc/en-us/articles/360035131371-Minecraft-Java-Edition-system-requirements-

    https://www.amd.com/en/support (select AMD Radeon HD, then AMD Radeon HD 7000M Series, then your specific GPU model)

    *For example, I used to play on this computer, the GPU is so old it doesn't even seem to support shaders (or it didn't give any details about shader units):





    https://en.wikipedia.org/wiki/Athlon_64_X2

    https://en.wikipedia.org/wiki/GeForce_7_series (check the dates these were released - 2005!)


    (note that this is modded, I only had issues if I tried enabling Fancy leaves in these biomes)

    Posted in: Java Edition Support
  • 1

    posted a message on Quest for the Cherry Blossom Biome

    This biome doesn't exist in vanilla; you need to use an addon/mod, like this one I found (you may have also seen somebody using mods on Java Edition, which has more proper mods like Biomes O' Plenty but they are not compatible with Bedrock).

    Posted in: Discussion
  • 1

    posted a message on TheMasterCaver's First World

    I've been playing on this world for about the past month, still exploring the same vast Ice Plains area that I've probably been exploring for at least 6 months of daily gameplay by now, though I may be nearing the end, depending on how much further it extends to the northwest (currently I don't plan to explore off the western edge of the mapped area):

    I took these after a trip back to my main base, showing how much I explored over a 7 day period:



    Also, I built another secondary base, the 19th one so far, at -2560, -1536, this time inside a mountain (like other secondary bases it only has the basics; a single room with a bed, chest, furnaces, supplies, temporary storage, plus farms for food and trading materials and a jungle tree outside for wood):


    The mountain has a fence behind the peak to prevent mobs from coming down over it:


    This is a night view of the base in Minutor; the main room is the brown square near the center while the green squares to the right are potato (food) and chicken (used to wear down sacrificial swords so they are cheap enough) farms and the large area to the top is a wheat farm, used to get emeralds for diamond gear:

    There was a surface dungeon right next to where I built it (most players would love to find this but I just mined the spawner since they are of no use to me):

    On Halloween I captured a couple zombies wearing pumpkins and jack-o-lanterns (back in 2016 I did this with zombies and skeletons at another base, in both cases I gave them wood swords to prevent them from despawning):

    Also, I've had to further expand my storage room as I ran out of space for rails - 48 double chests full or 165888 rails, all taken from mineshafts, with an additional 16 double chests added on to the shorter corridor. I also decided to add another corridor for coal instead of stacking chests 2 high, which I previously started doing, with over 1.5 million coal stored as blocks so far:




    Before:


    After:


    A cutaway view of my underground storage area; the two long corridors to the left are for rails while to the right is the new corridor I added for coal, with other resources being placed in additional corridors as needed (redstone will be filled the next time I return; you can see my progress at filling them since signs appear as lighter pixels, with corridors that are completely filled marked with a single sign):

    I could also save a lot of space by storing rails and cobwebs as blocks, as I do in TMCW, though in this world I've only been using them for temporary storage while caving and at secondary bases (a rail block is 9 rails and a cobweb block is 4 cobwebs; I used to harvest the latter without Silk Touch and craft the string into wool); at this point is is highly unlikely I'll ever upgrade to a newer version so it would only cause issues with others downloading the world (you'd have to use the mod, while I want it to remain "vanilla compatible").

    As far as caving goes, the most interesting thing that I've found is a dungeon which was almost completely overwritten by a lava lake; only parts of the walls survived, which I can't recall seeing before (either way, I've patched this in the next update to TMCW by preventing lakes from generating if any of the blocks they will replace are cobblestone, stone brick, or nether brick, the latter two blocks enabling removal of code which prevented them from generating around those structures; in TMCWv1, prior to adding this code, I found a stronghold library with a lava lake in it):

    Posted in: Survival Mode
  • 1

    posted a message on Underground generational changes after the Nether Update?

    Unless the spawners were very close to each other I wouldn't consider 3 spawners to be anything special; they are actually incredibly common - just the last time I played I found four dungeons and at least as many cave spider spawners, and several more the day before, etc (granted, they are about twice as common in 1.6.4 than in later versions but that's still multiple spawners within a complex of mineshafts and caves which easily fits inside the spawn chunks).

    For example, this is what ChunkBase shows for the seed for my first world in 1.16; there are 45 dungeons, including two within a single chunk, within an area measuring about 55x86 chunks (4730 chunks or slightly larger than a level 3 map), or about one every 105 chunks (about 164x164 blocks, which is close to the average i once found in a 1.7+ world with MCEdit); likewise, there are 32 mineshafts within the same area, or one every 148 chunks (average is one every 250 chunks or 253x253 blocks, with each one averaging about 4 cave spider spawners, so there are a total of about 173 spawners within the area shown):



    https://www.chunkbase.com/apps/dungeon-finder#-123775873255737467



    https://www.chunkbase.com/apps/mineshaft-finder#-123775873255737467

    (it is worth noting that this reveals a major bug within the game - every single mineshaft west of x = 0 is mirrored to the east at sign-reversed coordinates (e.g. chunks -13, 6 and 13, -6) - yes, they are not just in the same relative locations but have the same structure)

    Also, ChunkBase shows completely different dungeon locations in 1.15, same for 1.13-1.14, so only seeds for 1.16 will work in that version.

    Posted in: Discussion
  • 1

    posted a message on Underground generational changes after the Nether Update?

    I don't know about newer versions (since 1.13) but in earlier versions the game uses a single RNG to place all "decorations", including dungeons, and anything that changes the RNG sequence will affect everything generated afterwards, with structures generated first (the chance of generating and layout of a structure is derived from a separate RNG but random features like cobwebs in mineshafts use the RNG used to place decorations):

    /**
      * Populates chunk with ores etc etc
      */
    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    {
        BlockSand.fallInstantly = true;
        int var4 = par2 * 16;
        int var5 = par3 * 16;
        BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
        this.rand.setSeed(this.worldObj.getSeed());
        long var7 = this.rand.nextLong() / 2L * 2L + 1L;
        long var9 = this.rand.nextLong() / 2L * 2L + 1L;
    
        // Sets seed for current chunk
        this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
    
        // Generates structures, uses decorator RNG to place "random" blocks like cobwebs. Note that whether
        // structures are enabled will affect decorations in chunks that would contain them
        if (this.mapFeaturesEnabled)
        {
            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    
            // "Scattered features" includes all minor structures like temples, igloos, witch huts, etc (and
            // probably portals if 1.13+ still uses the same code. Ocean monuments and woodland mansions
            // were added as their own type of structure, either way, they can alter the RNG used by later
            // features)
            this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
        }
    
        int var12;
        int var13;
        int var14;
    
        // Generates water and lava lakes
        if (var6 != BiomeGenBase.desert && var6 != BiomeGenBase.desertHills && !var11 && this.rand.nextInt(4) == 0)
        {
            var12 = var4 + this.rand.nextInt(16) + 8;
            var13 = this.rand.nextInt(128);
            var14 = var5 + this.rand.nextInt(16) + 8;
            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
        }
    
        if (!var11 && this.rand.nextInt(8) == 0)
        {
            var12 = var4 + this.rand.nextInt(16) + 8;
            var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
            var14 = var5 + this.rand.nextInt(16) + 8;
    
            if (var13 < 63 || this.rand.nextInt(10) == 0)
            {
                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
            }
        }
    
        // Generates dungeons
        for (var12 = 0; var12 < 8; ++var12)
        {
            var13 = var4 + this.rand.nextInt(16) + 8;
            var14 = this.rand.nextInt(128);
            int var15 = var5 + this.rand.nextInt(16) + 8;
            (new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15);
        }
    
        // Places everything else (trees, ores, etc)
        var6.decorate(this.worldObj, this.rand, var4, var5);
    
        // Spawns passive mobs
        SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);

    Another possible cause of differences in world generation is the fact that decorations overlap across chunk boundaries, which can affect the placement of decorations in adjacent chunks and alter the RNG sequence depending on the order they were generated in, although this should not affect spawn chunks and I can consistently get the same results by generating chunks in the same way (as in the example given), in very rare cases it is possible that a random event like a fire near the edge of generated chunks could cause chunks to populate differently:

    MC-55596 Some chunks in the SAME Minecraft World Seed seem to have different versions (an example I found)

    Also, if you have Optifine installed its Fast Math option affects world generation due to slight differences in the shape of caves (it reduces the accuracy of sine and cosine functions, which are used by cave generation), even a difference of a single block can determine whether a dungeon will generate (in my experience it is pointless to enable it, even on my old computer, with a very small cache compared to newer CPUs, it made no noticeable difference, and actually, I wouldn't be surprised if Optifine reduces performance due to adding code that checks if it is enabled every time a math function is called):

    Bug: "Fast Math" option changes world generation

    Posted in: Discussion
  • 1

    posted a message on Using 7zip to archive a running server. Do I need .mca files?

    Absolutely, as otherwise you won't be saving pretty much everything as all the blocks, entities, etc, are stored within region files, including anything that the player has built (the game will regenerate missing files but it will be as if you'd created a new world); you need to include everything within the world folder if you want to be able to completely restore the world. You'll have to shut down the server when making backups, or perform a shadow copy using one of these tools (this is what most backup software does so it can work with active files), then run 7Zip on the copy.

    Posted in: Java Edition Support
  • 1

    posted a message on Questions about enchanting

    You can use this online tool to find the probabilities for any enchantment on any item:

    https://minecraft.tools/en/enchant.php

    In the case of Fire Aspect, we need to know the material of the sword you are enchanting, so I'll assume diamond, in which case the minimum level required to get any level of Fire Aspect is 4, with a 0.2% probability; if you enchant at level 10 instead the probability rises to about 10% (1.8 has a slightly higher chance than 1.16). For Fire Aspect II the minimum level is 22 (0.1% for both versions) and the best level is 30, with a 13.5% chance in 1.8 and a 15% chance in 1.16.

    For Punch, the minimum level is 10 for Punch I and 27 for Punch II; in all cases 1.16 has a lower chance at lower levels and a higher chance at higher levels. Level 30 is generally the best level to enchant at; however, in some cases the chance of an enchantment can decrease due to other enchantments displacing it (in 1.8 the highest overall chance of Punch is 30.9% at level 16, then it decreases to 21.4% at level 22 before increasing to 24.9% at level 30. In 1.16 it peaks at 24.1% at level 16, then it decreases to 20.1% at level 21 before increasing to 25.6% at level 30. Note that Punch II reaches a maximum at level 30 and you have a higher chance of other enchantments so level 30 is still better).

    Posted in: Discussion
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