#infdev to modern
Explore tagged Tumblr posts
Text
Infdev to Modern Post 12
Long time no see, eh? You know how it goes, wasn’t using tumblr for a bit, and then decided to just let my queue run out… well, I’m back!
When I logged back in, I found myself back near spawn, working on what was intended to be my next big project: turning spawn into a fortress. I decided I didn’t feel like doing that right now, and as such hiked back to the coast. Once there, I got to work finishing the construction of a house I started but never bothered to finish.
I did finish it! Haven’t furnished it yet, but it turned out alright.
After that, I just sort of kept ping ponging between projects, working on building something around the rail line back to spawn, as well as a long-planned bridge to make moving around the area a little easier.
Anyway this is me trying to finish a write up based on screenshots from six or so months ago, so forgive the jank.
-ciel
#minecraft infdev#infdev to modern#ciel.txt#feels good to have this out of my drafts#will try and have proper progress again soon#we'll see though lmao#life and writing and trains take up a lot of time
5 notes
·
View notes
Text
Infdev 20100415 kinda sucks to actually play due to all the missing features (not just relative to modern Minecraft, but also regressions from Indev just a few months earlier), but my god is the terrain gen great.
I mean, look at it! It's beautiful.
Here's that same world forwards-ported to 1.21.5 to make it a little easier to compare. That's an incredible view. I'd wanna live there!
I didn't even have to spend any time wandering around hunting for that view. This was spawn on my fourth* try! Every world looks this good in 20100415.
It's got problems -- big trees + bugged leaf decay + mountains everywhere = building anything of any real size a total slog -- but man I wish it had stuck around a little longer. Until caves got re-introduced, at least. So pretty...
*Kept fucking up the save-forwarding process. Here's the screenshots from my first three attempts:
9 notes
·
View notes
Text
hi! i was away for a bit. idk what my posting is gonna be like for the next while, i've been kinda reassessing my social media usage but for now i'll be on here periodically.
i now have a minecraft sideblog, @infdev-20100616! i'll be posting (eventually) some of my minecraft shenanigans, both old and modern minecraft. idk how much i'm gonna use it yet, but it's there.
i have some new music very close to being done, i received final masters for the next life on the island album, and i've been planning the album art for the next cookie heart album. those will be done whenever they're done lmao
if i missed anything important lately, let me know - i haven't been up to date with anything going on here in a bit. thanks :D
3 notes
·
View notes
Text
ID: Images and text depicting minecraft’s night sky that read,
Infdev, 2010-06-24: The old stars are replaced with 780 new stars.
202 & 365, with the image depicting two minecraft stars overlapping.
1.3.1, 2012-08-01: The stars get shrunk.
1.3.1 scales down the stars down to their modern sizes, separating most of them.
This leaves just 1 remaining pair: 202 & 365.
1.21, 2024-06-13: Star positioning breaks.
As a result the stars now: Rotate extra during placement. Rotate counter-clockwise. Use the wrong offsets for each vertex.
Tragically, this separates the last pair of touching stars for the first time in 14 years.
The previous text is first shown with the touching stars, then again with their new separated positions.
The final image is a pinned YouTube comment by Curcuit Store @/CurcuitStore that reads, “HUGE UPDATE!! 1.21.2 is set to fix the stars!! Both the rotations and vertex changes from 1.21 were actually corrected in 24w33a, meaning 202 & 365 will be officially reunited next update! Perhaps true love is real after all…”
End ID.










What if we were two touching stars in Minecraft.... and our creators made sure that we would stay together even when fate tries to tear us apart.........
#ra#minecraft#cute#oof#I am feeling shrimp emotions#I got my qualms with minecraft/Microsoft But That’s cute
12K notes
·
View notes
Text
messing around with the minecraft modern beta mod. i generated an infdev island world (20100615) with modern biomes and wow. this doesn't even feel like beta terrain with new biomes pasted on top. it feels incredibly natural.
this just shows that mojang could add old generation types as options and it wouldn't feel out of place at all
1 note
·
View note
Text
Realistically the best bet to make a brick pyramid is getting like 50 mason villagers and a raid farm or another way of getting emeralds, each trade gives 10 bricks so that's 2.5 brick blocks but even then it's probably too slow,
I'd love to see someone making a nearly automatic system of dropping brick in hoppers and autocrafting them into bricks and inserting them into shulkers,
Also with anarchy we could just dupe the bricks and make bots that place all the blocks but that would be silly for a challenge video
The brick pyramid goes from the world height all the way down to wherever the surface of the world is so there's 2 ways to build this beast:
1. The brick pyramid goes down from y 128 like infdev
2. The pyramid goes down from y 320 the modern buildheight
Bonus option: you make a perimeter and build the pyramid from y 320 all the way down to bedrock like a maniac
Honestly tho nobody will ever make the 2nd or 3rd options in vanilla they're ludicrous
there's a million "i captured every mob in hardcore minecraft" and "i transformed the end dimension in hardcore minecraft" videos out there but i think another one that should join the ranks is building every structure that got removed from the game. for no reason other than i think it'll be really funny to watch all these youtubers mine over 5000 stacks of bricks to make a single pyramid
528 notes
·
View notes
Text
Infdev to Modern, Post 1
So, this is something I’ve been meaning to do in some form since December or so of last year, and now it is finally happening! The concept is fairly straightforward in nature. I am going to play Minecraft (specifically Java Edition) from the earliest version that allows you to carry a world forward to the present day, and then do that! I intend to play from Java Edition Infdev 20100327 to whatever the current version of Minecraft is when I get there. (This concept is heavily, heavily derivative of bugmancx’s series Minecraft: The Journey. As such I highly recommend checking it out! It’s a nice watch! https://www.youtube.com/watch?v=ZmAF1bThqRw&list=PL0qwyBj5XSpZG35qFvy2Z9VbezZ1t4cGt )
So, Java Edition Infdev 20100327. After several versions of development to figure out infinite world generation, the game has finally metastasized back into a playable form. As of now, and it will be until quite a long time from now before this changes, the only game mode is survival. Despite being over a decade old, a large amount of the basic gameplay is already established. You chop down trees and mine minerals to create tools to allow you to mine and chop down more trees.
The big additions and changes in this version of the game are as follows.
The level format has been changed from the indev level format to the alpha level format (This is what allows us to use this version as our starting point!).
The title screen and menu have been changed.
Testing and debug items from previous builds of infdev have been removed from the player’s starting inventory.
With the preamble sorted, let’s get to playing Minecraft!
Upon spawning in, I am greeted by two things. A quaint little valley, and some pretty nasty lighting errors!
The other end of the valley, featuring more lighting errors.
Well, those lighting errors will solve themselves at some point, so I decided not to worry about it, and get to working on more immediate concerns.
I get to work chopping down a tree, and then I remember to do something that I always need to get taken care of while playing older versions of the game
In the older versions of Minecraft, the inventory key is mapped to I. This makes some sense, but in the modern game, this is mapped to E, which is much more ergonomic.
As something worth noting, you’ll notice that in the above photo my skin hasn’t shown up, and the default is visible. I’m unsure of the exact cause of this particular issue, but it will be fixed by the end of infdev. While we’re here though…
A silly pic of the old walk cycle where the player character would flail their arms around wildly. Anyway, back to the game.
I scaled the sides of the valley, and chopped down a few more trees, eager to ensure I have enough wood to obtain the torches and tools I’ll need for my upcoming projects. I crafted the bare minimum of wooden tools, and then got to work on mining the coal out of the mountainside.
Eventually; however, night began to fall, so I dug myself into an alcove and started working on a shelter for myself.
You may notice I blocked myself off with a single block of dirt here. This isn’t just because dirt is more practical than a door at this state in the playthrough - doors hadn’t been added to the game yet! Once I was sure I’d securely sealed myself away, it got straight to my favorite activity: digging long stone hallways! Other than this, it was an uneventful night.
I haven’t noticed any monsters spawning, despite the game being on normal, so I think I'm going to update to the next version and see if that fixes that particular issue.
See y’all later!
-Ciel
11 notes
·
View notes
Text
Here's another thought about Minecraft's... decline, for the lack of a better word:
One of the first things I think of when I imagine MC's Alpha and Pre-Alpha is cobblestone castles. Everybody built castles! Even I, someone who only picked up the game around 1.3 and not much of a "big stone fortress" guy, feel that pull! When I go back to Indev/Infdev/Alpha, I. Build. Castles. It's just what you do! Here's one from a couple years back:
What is it about these early releases that primes players to build this way? To go big and tall and wide instead of quaint and cozy and small?
Here's my thesis: it's mostly beds.
Without beds, the player cannot circumvent the night portion of the day/night cycle.
Beds create a pretty high quality floor for a base; a bed in the middle of a field and a bed in the middle of a 1:1 recreation of Fort Knox are equally safe come sundown. Without them, this is no longer true.
Furthermore: without sprinting, the player spending a night in that empty field cannot outrun enemies and must engage in (fairly punishing) combat, risking death and the loss of one's progress.
Night lasts ten real-world minutes. Without a way to skip it, players must find something to do with that time. Small bases like a house or hillside burrow constrain the player's movements and actions. You can't go outside!
The small block palette makes it difficult to build "realistic" large structures out of much other than cobblestone.
Castles have complex geometries well-suited to creative expansion and iteration, impenetrable interior and exterior spaces (like the central walkway pictured above) to spend the night in, and make it pretty easy to fit all the facilities you need to survive and thrive (farms, workstations, paintings).
I'd like to see modern Minecraft try to bring some of these incentives back. Give us reasons to just...hang out in our player homes. Relax.
8 notes
·
View notes
Text
I’m actually... sick of Minecraft now. You know, the modern shit. It’s bad. The way the game is designed lately is bad. It’s copying YouTube now and finding a way to spend a bit of every update making something I like worse. It’s hard for me to not feel bored or depressed in the current version’s singleplayer.
I’m not going away, but when I stick around you can almost guarantee that I won’t be doing anything to do with the latest versions or following updates (unless multiplayer brings a good eventuality to my life). Fuck that. Modern Minecraft like 1.13 and 1.14 is so fucking annoying and painful for me to try to get invested in when I just want to walk around admiring landscapes, building shit, and feeling immersed. I don’t feel immersed in anything newer than Minecraft Beta 1.8 and it has nothing to do with nostalgia. Immersion is getting lost in your computer screen because you’re compelled by the game and what atmosphere it’s showing you. When I play Minecraft Alpha, unless I’m browsing seeds that look like my first world, NOTHING about the experience is me feeling “nostalgic”. It’s purely logic and experience. I’m enjoying a game purely for what it is.
Screenshots of my regular posting type resume eventually. More Minecraft Alpha and Infdev at an unknown future date.
0 notes
Text
Infdev to Modern, Post 2
Alright, as stated earlier, I chose to update after encountering some bugs during the last part of this playthrough. Specifically, I skipped version 20100331-1 and 20100331-2, and 20100413 moving straight to version 20100414 (If this is getting hard to follow, don’t worry, this numbering scheme will go away once we make it to alpha). The primary changes of interest to use are that saplings (forgot to mention saplings not growing last time) will grow again, and monsters now spawn normally. Unfortunately, leaves no longer naturally decay, meaning we have to punch down every block of every tree we cut for a while. To rub salt in this wound, large trees have also been added, meaning there’s a random chance of any sapling becoming a massive pain. So it goes! Additionally, we had to skip the version most of these changes were made in, 20100413, because placing torches would have crashed the game.
Anyway, getting back to our game… the first thing I notice is that the lighting has already greatly improved! Alas… it appears this version of the game crashes whenever I take a screenshot… so I suppose I should try updating :3
Additionally, it turns out mob spawning was re-implemented in 20100415, so that’s exciting!
Okay, so we’re up to 20100420. The biggest change is that the terrain generator has been altered to favor plains rather than the mountainous terrain of earlier infdev versions. Hopefully it doesn’t crash!
It works! Also, mobs!! Also… my inventory is empty for some reason… so I guess I need to go fix that!
As I gathered a new set of tools, I noticed two things. One, there are a lot of sheep and pigs milling about. Additionally, I caught a look at some of the new large oaks added in this update. As I was doing all of this, I was unfortunate enough to discover that the high spawn amounts applied to hostile mobs as well… Here's the aftermath of a creeper blowing me away, featuring some wonky physics.
There really were quite a lot of creepers during this session... I counted at least five, and three of those blew up. One of them detonated in the water, thankfully, but the others exploded close enough to my shelter that I decided I was simply going to redo the façade and entrance rather than piecemeal fix the damage.
The renovations came out quite nicely, I think! I quit playing at this point to eat dinner, and when I came back I discovered that my head had been embedded in the mountain for some reason.
It's a great thing suffocation hasn't been implemented for solid blocks yet, or else that would have been death number four thus far! Anyway, with leave decay enabled, after I harvested the wood from the trees outside my home, I took it upon myself to punch away all of the leaves from them. This was... quite a feat, considered how large big trees can get (not to mention there was two of them).
As I was pounding away at this task, whenever night rolled around, I continued my task of hollowing out the mountain wherein I dwell and carving a number of large, straight hallways, as well as a single room for storage.
Eventually, over the course of my digging, I managed to reach the bottom of the world! Rather than bedrock, the bottom of the world is a large sea of lava for the time being (fun fact: this lava will eventually disappear, and be replaced by... nothing! A decent portion of this early part of the world will not have bedrock even after that is implemented!)
Additionally, as I was carving hallways near the surface, I punched through the side of the mountain and came across a lovely, secluded pond. I decided it would make an ideal place for out first farm, and so got to work tilling the ground outside to gather seeds. At this point in the game, you have to use a hoe on grass in order to obtain seeds
Finally, I looked at the large, half-chest stockpile of cobblestone I'd managed to build up, and decided to turn my efforts towards construction!
I decided to build a modest observation deck to take in the beauty of the infdev terrain. Additionally, since the style of big tree found here will be removed rather quickly, I chose to plant near the deck as a sort of preservation.
Finally, I decided to begin the work of bridging the water in order to find my way to fresh chunks in order to experience new terrain generation! I stopped for the night to build a small outpost, and decided to end this portion of the lets play there.
Hope y'all are enjoying reading these, see y'all whenever the next one of these is posted!
-Ciel
9 notes
·
View notes
Text
Infdev to Modern, Post 3
After some very good progress in my last post, I figured we’d seen most of what there is to see in version 20100420. As such, we’ve moved on to the next version of infdev, 20100607! This one has some pretty major changes, primarily, the addition of doors, ladders, and signs! Very exciting! Additionally, big trees no longer grow from saplings, and the hostile monster spawn rate has been greatly reduced. All of these are welcome. It may not have been communicated in the last post, but there were so many monsters during my last few sessions. At one point I barely missed a chance to get five creepers in one screenshot. It has also introduced some small bugs, but we’ll get to those in due time.
Ah, here’s the first bug. You may notice an odd red tinge in the water down there. Let’s take a closer look.
What has happened here is that for some strange reason, part of the lava texture has ended up in the water texture. The tiling is also strange, though I haven’t seen it mentioned elsewhere.
I continued to work on the bridge/path that can be seen in a few of last post’s screenshots. As I did, I came across an incredible example of different worldgen settings clashing. Once I’d continued the bridge to a length I found satisfactory, I decided to work on the little cliff alcove I carved the beginning of last time. The renovations went well, though I’ll be waiting until later to fully furnish the space. I also made a sign to mark the purpose of the structure (and to celebrate signs being added).
After this, I headed back to home base to pursue another bug added in this version: a door duplication glitch. By placing a door on a slab, it automatically breaks, but drops two doors instead of one!
I checked back in on my farm to see how things were going, and returned to find it devastated. Very unfortunate! I did some slapdash modifications to help keep this from happening again. After that I spent some more time chopping down big trees.
Finally, I returned to the interior of my base to gather more cobblestone and furnish the only room I'd already carved out. I was successful in both endeavors.
I've decided to call it here for this post. Once again, I think we've seen enough of this version of the game. See y'all next time!
-Ciel
7 notes
·
View notes
Text
Infdev to Modern, Post 5
Greetings, once again. After a rollercoaster of events last week, I’m hoping this week’s gaming sessions will be somewhat less up and down. On the update front, we have moved to a new version 20100616. This one’s a big one! Bedrock has finally returned, having been absent since indev, and flowers, mushrooms and caves have returned! Additionally, the fluid mechanics have been worked on, and their modern triangular prism shape is here. Exciting stuff!
There is a change that is not noted in the wiki page: trees no longer have logs inside areas with leaves! Here’s a screenshot of this rather annoying behavior.
Seeing as we need quite a bit of wood for our current project, I chose to update to the version that fixes this: 20100617-2. This version also fixes an ongoing glitch where the player’s hand wasn’t visible. Additionally, the player can now suffocate when inside a solid block. There are also some tweaks to underground areas and caves, but those aren’t relevant to us yet. As soon as this fix was in place, I got to work, cutting down every tree I could find in the chunks I’d already explored and planting as many as I could along the coastline adjacent to the ship. Once that was done, I got to work.
At some point I realized the ship would look better if both of the lowest level’s wall blocks were logs, so I had to go in and replace all of those planks with logs. From there I settled into a cycle of resource gathering at night, and building the ship up during the day. This worked out pretty well, and you can see the results bearing fruit.
As I was working, I noticed another odd bug. Any water bordering a player-placed block seems to flow towards it, as though the solid block were air. Odd stuff.
Eventually, I did grow tired of working on the ship, so I headed ashore and got back to working on the village. I made pretty decent progress here, even if I was harassed by some passing zombies.
Finally, I marched back to spawn and continued to work on an idea I had earlier: a botanical garden near spawn! Using the Infdev big tree as the base, I added an enclosed area around one of the normal trees, and prepared spots for Oak, Spruce, and Birch trees once they are added in Beta. I had previously worked on this project, but all of my progress was destroyed by the crash last time.
Anyway, that’s all I’ve got for this week. Until next time, keep your stick on the ice!
-ciel
5 notes
·
View notes
Text
Infdev to Modern, Post 4
Hello again everyone! After very good progress last time, we are once again going to jump forward a little bit to the next major update: buckets! The first version we’re moving past, 608, fixes the strange texture issues and the item duplication glitch from 607. The next version, 611, changes terrain generation yet again.
Another change, and the one I noticed most immediately, was that the save folder had changed. Whereas the older version locked the saves to being located in .minecraft. This was slightly annoying, as once I updated the Betacraft launcher I use immediately switched save locations, forcing me to find my way to appdata and manually move the save into the proper place.
Now normally I would regale you with an account of what happened while I was playing version 611, but unfortunately the game crashed four hours into a long session without saving. It was very unfortunate, and all I have to show for my diligent efforts gathering stone and carving out new rooms are these screenshots. I got frustrated, understandably, and when I returned to the game, I had a new project in mind…
As we move forward, we arrive at version 615! This one brings us buckets, and overhauls lava and water, causing them to actually flow! In celebration, I decided to wander for a while until I found a coastline, and decided to begin my previously mentioned project: a port town!
In addition, I found the first blocks of sand for the playthrough, and got to see the new water flow mechanics in action! The flow is much blockier than it is in later versions.
Here’s some pics of construction in progress, including a small farm I built to keep myself fed when the pigs ran low. I also built a few small boats at the dock.
As I was spending a night mining deep underground, I came across something wonderful. Our first diamonds! 21 of them, even! Any lingering unhappiness I had over losing my progress earlier was instantly dashed once I found these. And in the afterglow of that wonderful discovery, I decided upon the capstone to the large port projects… a three deck ship of the line! Here you can see the initial preparations being put into place.
Anyway, expect the next one of these to feature quite a bit of that project. For now, bye!
-ciel
3 notes
·
View notes
Text
Infdev to Modern Post 3.5
So, something worth noting in the early portions of this let's play is that Minecraft Infdev’s development cycle lasted approximately four months. In four months, the game went from limited worlds and disjointed features to possessing a gameplay formula that would remain unchanged until Beta 1.8 and Release 1.0. The game went from several broken test builds to make infinite terrain work to being a fairly decent little experience. The next couple of major features were only a few months off, such as the nether and multiplayer.
Just thought this was worth noting.
-ciel
4 notes
·
View notes
Text
Infdev to Modern, Post 11
Picking up right where we left off last week, our first order of business is to smelt all of our sand into glass, and get to remedying the lack of proper windows.
Ah, that is so much better. And now, for the real point of this post… finishing the boat! Choosing between my options, I chose to finish the ship rather than build more buildings on the coast. The ship has been unfinished for nearly a month now, and I needed to remedy that for my own sanity.
First off, I finished the section of the boat that lies below the waterline. A small thing, but an important one when it comes to appearance, I think. Next up, I got to work making some small additions to the wip masts, and finished the area below the deck.. Once that was finished, I finally built the furled up sails and the rear elevated area.
Not a super long post by word count, but a huge one for me personally! I am very very happy to have this project done, and I’m eager to move on to whatever is next
See you then
-ciel
11 notes
·
View notes