I found a ravine/canyon and thought it would look cool if it was flooded. So I built a lake. Here are a couple of views, including the waterfall.


That one is pretty neat, thanks. It’s still a shame that no one map thingy does everything people would want. I like the rendering style/options of the other two I tried but the zoom in this one is obviously a lot better. Perhaps I should open the source code of Cartothingy and have a play.
How do you guys organize all your stuff? I have rebooted into a new world and am halfway through building a simple spawn point fort. While I know that I want to organize all the resources and materials I haven’t obtained or created yet into different chests depending on what they are, that’s about as far ahead as I’ve managed to plan at this point. Edit: Oh and signage. Labeling will be important.
Pogo
1945
Rock/ore/ingots all goes into a double-chest. This contains gravel, any iron/coal/redstone ores or unsmelted blocks, cobblestone, smooth cobblestone, and gravel.
Building materials goes into a 2nd single-chest, which is pretty much wood and glass.
Tools/weapons/armor/misc. is a double-chest that has all saplings, flowers, reeds, cactus, tools, weapons, armor, stairs, buttons, pressure plates, half-blocks.
A 4th chest is for food, has all meat, bread, and wheat.
You don’t consider stairs and half blocks building materials?
I’m all for a system, but that seems counter-intuitive and would confuse me.
Whatever works best for you though. The real beauty is, everyone can do it however they prefer.
Pogo
1947
After checking my stockroom, I realize that what I list as building materials actually goes into the chest with the tools/weapons/armor/misc.
Zylon
1948
The Minecraft terrain generator continues to surprise me:

Thanks for the storage ideas, guys. I’m trying to keep this world as well organized as possible, for my own sake as well as for someone with whom I intend to share the save (he knows very little about Minecraft). I moved the spawn point up to a man-made tower platform overlooking a cove and named it Spawn Point Alpha, in anticipation of moving spawn points in the future. Kind of cheesy, I know, but whatever.
That’s a nice waterfall, Zylon. I generated features like that a lot when I first started playing. These days, my rerolls seem to yield less variety – usually archipelagos. I think because of that I tend to make similar choices for starter base design and placement.
My chests are are labeled as follows:
WOOD (arrows, fences, ladders, logs, etc), STONE/DIRT (also includes steps), GLASS/SAND, ORE/ARMOR, MINECARTS/SWITCHES/REDSTONE, FARMING (includes food), MISC (feathers, buckets, flint, tnt).
I finally connected my three mines to my spawn with minecart tracks. It took an ungodly amount of iron but it’s so nice to just hop in a mine cart and let the game take me home.
I just started a new world last night, and there are caves EVERYWHERE. It’s really neat, as before this I’ve gotten very mountainous worlds, very watery ones, etc…but never really ran across lots of natural cave systems.
Now I can’t go around a hill without finding more caves. I’m not sure why this is so great, but I’m really enjoying going through them.
I haven’t even built a proper dwelling really. I just dug a hole in the wall of the first big cave/pit that I found near spawn and the rest of my time has been spelunking.
Pogo
1952
It’s kinda hard for caves not to be everywhere. If you ever look at a underground view in Cartograph of any of your worlds, even the ones you think don’t have lots of caves, they’re all peppered without about the same density of cave systems.
I dug a hole to the center of the earth and I’m strip-mining myself enough resources to stop strip mining.
One problem with this is the endless lava systems. Is there actually enough iron around to make it practical to bucket up all the lava fountains for later use?
Pogo
1955
Tons of lava too, I don’t know why you’d want to bucket it up. I just destroy any annoying underground lava flows by placing a block over the lava spring.
You’d think so, but I deleted more than a few worlds that didn’t seem to feature any large or interesting caves. If so, they weren’t anywhere near where I explored or mined.
I think the various mapping tools are neat, but I have no interest in using them. I find the thought of exploring boring and devoid of joy if I were to generate a three dimensional layered map beforehand… rather defeats the whole purpose of what I’m trying to do.
Pogo
1957
Well, it’s not particularly easy to use the cave mode on Cartograph for exploration… at all. I did use it once to see why I wasn’t finding any caves when another world had a ton of caves, and the answer is that there are parts of the generator where there are zero caves… “dead zones” if you will. What happened in your previous world is that you were digging or exploring an area that was just a dead zone, where the generator placed very few or no caves.
For example, not-to-scale cave views of two different maps:

Pretty much equal, although that second map isn’t nearly as well explored as the first. Obviously the most interesting and complicated cave systems are where you see them bunched up, with lots of strings leading into the general area of a large cave system. This is why it’s so common to go into any cave and be close enough to break into a larger system, especially if you tend to dig toward the monster sounds.
They both have large dead zones, and those zones don’t coincide with landscape features or ocean areas either. The fact that the game doesn’t distinguish between types of terrain when cutting out caves and tunnels is what makes the terrain so interesting in the first place, as those blocks that are removed by the algorithm is what causes cool parts of mountains to be cut out, and openings in the land which lead underground.
The deep pits found in the surface always seem to lead to BIG, extended cavern systems.
Save that iron for minecarts!
THOUSAND FOOT TALL LAVAFALLS OF DOOOOOOOM