- Registered Member
Member for 10 years, 4 months, and 8 days
Last active Sun, Dec, 11 2016 18:33:38
- 0 Followers
- 204 Total Posts
- 9 Thanks
Jun 8, 2014About UHC: Ultra Hardcore is where players must fight eachother until 1 person, or 1 team of people is left. The only way to heal is to eat a golden apple or potions. The world is a set size so people cannot seperate to far from eachother.Posted in: Server Recruitment
When: We will host games ranging from every other day to (rarely) every day. The server will be shut off between games, and to play, you must be approved again.
Games: Game 1 is looking for players currently. There will be teams in this game.
If you want to play, tell me your ingame name below, and we will add you to the whitelist.
Also, feel free to recommend plugins to us, though some of them wont be added.
Currently we are looking for 3 more people!
Post your contact information below
Dec 5, 2013jojofishfishing posted a message on RELAUNCH ♕War Of Eitr: A New Beginning♕ Towny/RPG ServerWhen is the website going to get up?Posted in: PC Servers
Aug 4, 2013Posted in: Survival Mode
3/4 things done
- To post a comment, please login.
Sep 24, 2012Glitchfiend posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft Modsby Forstride, Adubbz, Cheeserolls, ted80, and Amnet
You may use this mod in a modpack as long as you do not make money off of it (Adf.ly, exclusive access from donations, etc.), you give credit (Linking back to this thread), you do not make any changes to the mod aside from config files, and you follow all of the other terms listed in the license below.
Do not PM this account. We do not use it aside from updating the opening post, and will not respond to your messages. Contact us via our Twitter accounts, or the Discord server listed below.
Download the mod:
Requires Minecraft Forge: http://files.minecraftforge.net/
To use the mod on a server, you must set the level-type setting in your server's config file to BIOMESOP
See progress on GitHub:
Support us on Patreon:
Thanks to our partnership with CreeperHost, we'll have an official Glitchfiend server soon! It will have our 3 mods (Biomes O' Plenty, Tough As Nails, and Bullseye), and will be open to anyone! We also have a promo code if you're interested in running your own server:
Follow us on Twitter:
Chat with us:
Check out our other mods:
Difficulty through realism, with seasons, thirst, body temperature, and more!New arrows, including bomb arrows, fire arrows, and more!
Also try these other mods:
One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC.
Nov 26, 2016Posted in: Survival Mode
After nearly 101 days of playtime across 697 sessions and more than 3 1/2 years since I created the world I finally reached my ultimate goal in my first world - walking a distance equivalent to the Far Lands in Beta 1.7.3:
That's an almost unimaginable distance to walk - there are players who have tried walking that far yet either failed or are still walking after many years (see Far Lands or Bust). Note that it would take "only" about 33.8 days of non-stop walking at a speed of 4.3 m/s; my average walking speed was only about a third of this. In fact, it would take "only" 80.75 days to walk to the current world border at 30 million blocks.
Of course, I have not actually walked there, and indeed, have never been much more than a mere 3 km from spawn in any world, including this one. Much of that distance was covered while exploring underground, which leads to the thread title, though that is a bit misleading as well since the total length of all the caves, ravines, and abandoned mineshafts that I have explored are much less than that - but still an incredible distance.
How much? Precise figures are hard to come by but it is possible to determine how many chunks I have explored by deleting all chunks that do not have any torches in them with the help of Minecraft Map Auto Trim (it should still work even for 1.11 worlds), which I ran on a copy of my world with the following results:
While mineshafts have naturally generated torches I removed them with a mod so another utility that I use doesn't map unexplored areas, so this accurately reflects the number of chunks that I have actually explored, save a few that my railway crosses through; torches in bases and villages were excluded by only checking below y=63.
An average 1.6.4 world will have the following in 57,990 chunks:
25,914 individual caves totaling around 3,800 km in length
2,904 individual cave systems with an average of 8.9 caves each
379 individual cave systems at least as large as the largest possible since 1.7
28 individual cave systems at least twice as large as the largest possible since 1.7
One cave system about 2.57 times larger than the largest possible since 1.7
1,160 ravines totaling around 114 km in length
580 abandoned mineshafts totaling around 935 km in length
371 abandoned mineshafts in my world totaling around 600 km in length
2,518 monster spawners (1,160 cave spider, 679 zombie, 339.5 each of skeleton and spider)
2,100 monster spawners in my world (same as above but 742 cave spider)
Total length of all major underground features: around 4,849 km / 4,514 km
The actual lengths, particularly for caves, will be less because they frequently overlap one another and caves can be below lava level or above the surface, but it is clear that there is a lot of stuff underground! I've also explored somewhat less since I occasionally miss some areas and other areas are not connected to anything (for example, I know that somewhere there is an entire mineshaft that I have not explored with caves that I explored below it) but it is safe to say that I've explored at least 90% of all of that; for example, the number of rails I've taken gives an average of 288 rails per mineshaft, which is 95% of the 303 found in an analysis of 30 mineshafts.
Some technical details (tldr) as to where these numbers came from:In 1.6.4 the game generates a cave system with a "size" between 0 and 39 in one out of 15 chunks; since the size is randomized three times in a row and each random halves the average size the average is 39 / 8 or 4.875; with a 1/15 chance per chunk this becomes 0.325. This is not the average number of caves per chunk since there is a 25% chance that a circular room will be generated for each pass through the main cave generation loop, and an additional 0-3 caves will be generated for a total of 1-4 caves per circular room, leading to an overall average of 0.325 * (1 * 0.75 + 2.5 * 0.25) = 0.446875 caves per chunk. Over 57,990 chunks that's about 25,914 individual caves.
Since the size can be zero this reduces the effective frequency of cave systems to about 1/20 (1/19.97), so there are about 2,904 cave systems in 57,990 chunks. There is also a cave system that is at least as large as the largest single cave system (not counting two or more cave systems in adjacent chunks) in 1.7 and later versions every 153 chunks (determined by calculating the size many times and counting the number of times it was at least 14, the largest size in 1.7) for around 379 individual cave systems; a cave system that is twice this size can be found about once every 2,082 chunks, and the largest cave system that will likely be found in 57,990 chunks is 2.57 times larger (the largest possible cave system requires an average of 960,000 chunks, compared to 23,625 in 1.7 - meaning that a cave system as large as the largest in 1.7 is around 154 times more common).
The length of a single cave is randomized to between 85 and 112 blocks, averaging 98.5 blocks. However, caves also branch with the total length of the main cave and either of two branches being the total length, and the branch point is between 25-75% of the total length, averaging 50%, at which point each section is about 49 blocks long for an overall length of about 147 blocks (an more accurate calcualtion would also consider the fact that the overall length depends on the branch point; the overall length increases as the branch point moves towards the beginning; at the maximum length of 112 and a branch point of 25% the main cave will be 28 blocks long and each branch will be 84 blocks for an overall length of 196 blocks).
Ravines have a 1/50 chance of generating per chunk and have the same length variation as caves; one could also include the length of the ledges on the sides of a ravine; for example, a ravine with a single set of ledges would have an effective length of 255-336 blocks.
Mineshafts have a 1/100 chance of generating per chunk, which would yield about 580 mineshafts in 57,990 chunks but they are less common closer to the origin, with the chance linearly decreasing from 100% at 80 or more chunks away to 0% at the origin. This area is 25,600 chunks in size and is mostly explored in my world, leading to less mineshafts. Another factor leading to less mineshafts in my world is that I modified them so that they will not generate in areas of high cave density, which reduces their chance by around 25%; I only applied this reduction to mineshafts away from the near-origin area since I had explored most of that area before I added my modification.
The length of mineshafts is a bit harder to figure out but I analyzed 30 individual (no overlaps with one another and no other underground caves/features) mineshafts and found an average of 14,513 blocks per mineshaft, including air and everything else; divide this by 9 (corridors are 3x3; some blocks on their ceilings are stone and were not counted; conversely, crossings and the central room are larger) and you get about 1,612 blocks of corridor length per mineshaft. The same mineshafts also had an average of 303 rails each; when combined with the number of rails I've taken from them this supports my estimate for the number in my world (note that normally generated mineshafts will have fewer rails due to water and lava springs washing some of them away).
As for the frequency of dungeons and monster spawners, I recently found one dungeon every 50.6 chunks in a 1.6.4 world, and an estimated one spawner every 25 chunks based on the average number per mineshaft that I found (60 in the 30 mineshafts above) and their frequency further away from the origin, which I previously found one spawner every 23 chunks over a larger area, which I used to adjust the frequency of dungeons to one every 42.7 chunks (it is expected that they would be slightly more common since mineshafts provide more opportunities for them to generate).
For comparison, since 1.7 there are about 77% as many caves and 40% as many mineshafts and dungeons (the latter was inadvertently(?) made much rarer when they doubled their y-altitude range from 128 to 256, not solely because of a reduction in caves as the Wiki claims); however, since cave systems are much less dense the difference in terms of air volume is much less, as I found by comparing the amount of air, which also means that the length is also not affected as much (the main difference is far less local-scale variation in cave density, both inside and outside of cave systems, which are more than twice as common but nearly 3 times smaller in 1.7).
The fact that larger cave systems are so much more common in 1.6.4 is largely responsible for the much larger size of cave systems beyond the difference in size/chance values, since many cave systems are multiple single cave systems merged together; for example, here is an analysis of the cave system I most recently explored, which contains the equivalent of about 4 max-size cave systems (size 14) in 1.7, and that many within a few chunks is exceedingly unlikely considering that only one is expected in a given 23625 chunk area:
Seed is -123775873255737467Note that the maximum starting altitude of a cave is y=126, yet only 13% of caves were above layer 60 (on average about 17% are above sea level), which is why increasing the ground depth with Customized doens't do much to the volume of caves, and why the doubling of the altitude range of dungeons in 1.7 didn't make any sense and just made them much rarer.
Center is -2208, -48 (chunk -138, -3)
Radius is 3 chunks (circular)
Version used is <= 1.6.4
Size 13 cave system at -2224, -64; total number of caves: 21
Size 21 cave system at -2224, -48; total number of caves: 33
Size 24 cave system at -2208, -48; total number of caves: 37
Number of cave systems: 3
Initial number of caves: 58
Total number of caves: 91
Additional circular room caves: 33
Number of small caves: 88; average width is 5.99
Number of large caves: 3; average width is 11.85
Number of circular rooms: 16; average width is 9.82
Additional caves per circular room: 2.06
Average altitude: 32.48
Percentage of caves on layers 0 to 9: 21.98
Percentage of caves on layers 10 to 19: 17.58
Percentage of caves on layers 20 to 29: 10.99
Percentage of caves on layers 30 to 39: 13.19
Percentage of caves on layers 40 to 49: 7.69
Percentage of caves on layers 50 to 59: 15.38
Percentage of caves above layer 59: 13.19
Here is an Unmined rendering of the cropped world (click to view full size) - I've explored nearly everything that you see here:
Another view which shows that virtually all exposed lava has been converted into obsidian; you can also see how dense some cave systems are (a few are only that dense near lava level; conversely, I've found caves just as dense at higher elevations but with little at lava level, with caves on average becoming denser deeper down):
An analysis of the cropped world made with MCEdit - in addition to 446,549 torches, 7.7 per chunk, there is enough obsidian to cover 2,516 chunks one layer deep. Note also that there are only 212 monster spawners, around 10% of what would be expected:
A closer look at what I've explored over the last week, which is the westernmost point seen on the maps above:On the right you can see what appears to be three mineshafts; the northernmost "mineshaft" is actually three that overlap, and all five directly intersect one another; a couple more mineshafts can be seen to the west (each by themselves, with caves and ravines connecting them to the ones to the east), and part of an 8th mineshaft that I've just started to explore near the lower-left (the marker shows my location). There's also cave systems of various sizes scattered around, including a relatively dense one that I just explored (most of the caves in this region are not particularly large or dense by 1.6.4 standards):
The amount of resources that I've gotten from those caves is equally incredible with more than 1.6 million ore mined, as well as more than 100,000 rails (around 2,000 were mined again when I changed my rail system), 48,000 moss stone (the average dungeon has 48 so this is more than a thousand dungeons), and 45,000 cobwebs from cave spider spawners (only recently have I been harvesting them directly; I crafted more than 12,000 wool before then, which included a lot of string dropped by cave spiders). When counting resources crafted into blocks I've accumulated more than 2.1 million resources, and mined even more (for example, I've used more than 160,000 coal to craft torches and smelt iron and gold):
Also, my current run on my first world is by far the longest that I've ever played on one world non-stop; I started in early September 2015 so it has been close to 15 months and around 2/3rds of the entire time that I've spent playing the world; this followed a long spell of playing on other worlds, including a copy of this world that was modded with TMCW, but not until I'd spent a couple months playing, which were not reverted; preceded by 5-6 months of playing after I first got the game, again interrupted by playing on other worlds. All of these other worlds (6 main worlds and a few minor worlds, including a custom map and seed-based map) lasted for no more than 3-4 months with the most time played on them being around 15 days; based on my daily playtime in my first world my total playtime is around 195 days, which also means that I've done close to twice the things mentioned here.
However, I plan to start a new world soon using an updated version of "TheMasterCaver's World"; I still plan to finish up a few areas before I stop playing my first world.
Of course, I'll be playing that world the same way once I get established, just as I've played most of my other worlds (in TMCWv3 it took about 2 days to get established and kill the Ender Dragon, which I see as the start of my "normal" gameplay, then I spent about 13 more days, so around 87% of the time I spent was caving).
I just mined one million coal ore
TheMasterCaver's First World
What's the longest you've played on one world? (includes some details on most of my other worlds)
Oct 11, 2016Posted in: Survival Mode
Oh, that's easy. It's because when they're at the point of mining their "first bits of iron", as OP posited, they likely don't have a diamond chestplate handy. More broadly, other people play the game differently from you, without min/maxing every possible course of action. For example, I consider using cows for books to be pointless when books are essentially infinite once you have a carrot farm and two villagers to rub together. I prioritize getting villagers set up correctly before mining much underground, and so I don't need to save leather in the very early stages of the game for books. Nevermind that in cow-friendly biomes leather isn't exactly rare. Could I be more efficient in my play, getting maximum ores mined vs. protection value vs. weapon damage benefit out of every game tick? Surely.
Almost everybody in this forum admires - or at least acknowledges - your accomplishments in the game; why do you look down your nose at other people's comments?
Oct 11, 2016Posted in: Survival Mode
I've never understood why anybody makes leather armor, even if there are a lot of cows nearby; it really is pointless to make when a diamond chestplate by itself offers more protection, especially since 1.9 (not just because of the extra armor point, diamond armor offers more resistance to armor penetration). Much better to save the leather for books, then you can make really good armor.
As for iron, it is so common they could make it 10 times rarer and it would still be much easier to find than diamond (if not by branch-mining, which would require about 1/5 as much since it has 4x the range of diamond, which would result in 4 veins per chunk):
In fact, you may as well go straight to diamond after making an iron pickaxe, the only iron tool you really need to make; this will be particularly easy to do in the 1.11 update since walking no longer depletes hunger and mining only costs 1/5 as much (800 blocks mined per hunger point; on average you'll find one diamond ore for every 113.76 blocks mined with typical branch-mining, so that's only about 9 hunger lost to find a stack of diamonds without Fortune, less if you just get enough for armor and tools).
I more or less do the same thing in my worlds, while I do make some iron gear besides pickaxes I upgrade to diamond as soon as I find it; afterwards, the only time I use iron tools is iron pickaxes taken from minecarts, which I use to dig rail tunnels (I find just about enough to do the job, I recently used all 8, including some with Unbreaking I from level 1 enchantments, that I'd found since the last time to dig a new railway), and sometimes pick up iron shovels dropped by zombies, and if they count, shears (these can only be made with iron so are not the same as other tools), and besides that I only use iron for anvils and tripwire hooks/trapped chests (my only actual use of raw iron since I can buy shears from villagers).
May 27, 2015Posted in: Discussion
Well, earlier today I started a new world, but I just got on it and um.. well...
That giant, flat-sided mountain thingy glitched in lol. Here's a second picture:
I was planning on building my house on top of this mountain so I could look down on all the little villagers! xD Like build a whole kingdom around the mountain. Did something similar before but I have no pictures. Really wish I'd taken some or saved the world. Maybe I did save the world... I don't know, I have so much **** backed up on flash drives it's ungodly lol. I should probably be going through those... but I have MC to play
Anyway I may or may not just make a new world... I don't really feel like recreating a project anymore xD
- To post a comment, please login.