I'm encountering a strange issue with MCP that is rapidly becoming a major obstacle to further development; it seems like it thinks I'm modifying classes that were not modified; at last count 15 extra classes, including major ones like RenderBlocks. Others seem to be a case of MCP confusing my own classes with vanilla classes with similar names.
I've also confirmed that it is not an issue with MCP's configuration becoming corrupt or anything similar, as a clean copy of MCP does not reobfuscate any classes before I add my own classes, including the ones it is incorrectly reobfuscating (they are also incorrectly sent to the modded source folder, so it thinks the actual source files were modified).
Until now, I've been able to get away by deleting the (unused) vanilla classes I replaced, but that no longer works anymore since it is now reobfuscating classes that were still used and can't be deleted, about 10 classes (15 including the ones I tried deleting, which are reobfuscated again on a fresh copy; I initially thought that MCP was perhaps becoming confused by these missing classes but it still happens with them present).
In particular, this seems to have been triggered after I renamed several more classes to my own names (BlockDirt to BlockDirtTMCW, etc); similarly, it tries to reobfuscate BiomeGenForest and BiomeGenJungle, among others (the ones I initially deleted, before it started reobfuscating random classes).
Having said that, I added gravel beaches to snowy biomes (no palm trees) and volcanic wasteland, although have not updated the download due to the aformentioned; I may try just renaming all of my renamed classes back to their vanilla names and see if that fixes the issue:
There's a bit more to them than just gravel, as some digging will reveal - single blocks of gold ore can be found in the gravel, with up to two per chunk between y=59-61, just something I added for fun as I don't think digging up a beach to get a few gold is a practical way to find it:
As with regular beaches, caves and ravines do not cut through the upper layers, leaving a layer of stone at y=61 if any are underneath. There's actually two variants, one for volcanic wasteland, as one of the things I do to make beaches better is remove sand/gravel that is above y=64, replacing it with grass and dirt; volcanic wasteland doesn't have this, similar to the "desert beach" around deserts.
Also, you may recall from earlier on how I fixed some of the issues with leaf decay, particularly for big oak trees; I've noticed that swamp trees also have this problem, affecting the corners which are too far from the trunk (this distance is not simply 4 blocks straight out, it forms a pattern similar to how water, lava, and light spread, thus while the leaves are 7x7 blocks, 3 from the trunk, the corners are too far away), which I fixed by not generating any leaves at the corners (lowest two layers) and adding four extra logs around the trunk (the latter was added in the last update but didn't completely solve the issue).
Another thing I've done is increase the amount of lapis in the lower two layers by generating an extra vein every 8 chunks in that range, making it as common as diamond, so when mining for amethyst you can find more (considering that it is only useful as dye and blocks (pre-1.8), it could be more common):
Also, I made this chart comparing the distribution of caves (air blocks) underground; note that there are 7 additional layers in TMCW (5 in the first two versions):
The significant increase above layer 20 (actually 23), up to about 160% of vanilla between 36-50, is due to a combination of the larger than usual caves, which always generate near the middle of the ground depth, and additional caves generated near sea level, extra caves are also generated at lava level, although they only slow down the drop-off; both worlds had nearly the same percentage of air blocks in the uppermost layers (4 for TMCW and 2 for vanilla, divided by 0.8 and 0.4 respectively to get the equivalent for 5 layers); TMCW has about 12% more air blocks overall (59 / 52 is a 13.46% increase, but would result in very little increase in caves with the vanilla distribution; I also analyzed areas that were mostly land with no oceans, which otherwise causes an artificial reduction above y=40). Not shown are additional caves that generate above sea level in some biomes.
The distribution of ores also reflects this; compared to vanilla diamond and redstone are more common in the upper few layers of their range (cut off at 5 layers above lava, instead of generating up to 5 layers up) and gold generates up to y=27 (actually, 29 but cut off at y=27), four layers lower than vanilla (three higher than expected from the extra 7 layers); lapis is also not shifted down as much (hence the extra ore I added at the lower end so branch-mining isn't too disadvantaged). This results in a similar distribution of mined ores as vanilla, with more variance (a much more exteme example was what I did in my "triple height terrain" mod (sea level at y=191), which tripled the cave-explorable ranges/amounts of most ores, but still left over 100 layers of only iron and coal above the rare ore level, with diamond only found up to y=15, 10 layers above lava, but very commonly found when in that range).
Of course, if you aren't exploring every cave as I do you can take advantage of this, there is about a third more diamond and amethyst exposed than otherwise (the lowest 5 layers are about 9% of all air, compared to about 12% in vanilla, which cancels this out) and branch-mining has more layers above lava with the peak concentration (there was also a volcanic wasteland in the area I analyzed, giving about 1% of the peak concentration in extra ore above their usual ranges).
I've updated the mod with some new features, and other changes.
First, I added a new biome and type of tree - birch trees no longer have just one veriant; you can find Poplar Grove as a sub-biome in Birch Forest, as both very small (usually less than a chunk in size) patches and larger (as large as normal sub-biomes) areas; because of how I added this it doesn't change existing biome generation (as adding a whole new "normal" biome would). Poplar trees also generate in mixed forests (10% each of poplar, birch, spruce (x2 variants) and jungle, plus 50% oak; these percentages are slightly different from before):
There is also a 25% chance that a birch sapling will grow into a poplar tree, similar to how oak saplings can grow into big oaks (10% chance); in poplar grove biomes the chance is 100%.
As mentioned previously, I also added gravel beaches next to snowy biomes and volcanic wasteland; this also prevents palm trees from generating next to them (as suggested here, since palm trees are usually thought of as tropical).
I also removed a restriction I'd placed on structures near the origin, within a 512 block circular radius, which I'd done because I didn't want to have any structures near spawn, especially since I prefer spawning in a plains biome and a given biome has twice the chance of a structure (increased chance of structures to partly offset their biomes being less common).
As seen here, that can make a big difference; when I originally created this world there were no villages near spawn, now there are two:
That said, they aren't exactly that rare as this map (seed 969651922552746829) shows; I just randomly flew around a few thousand blocks, encountering 5 villages along the way; other structures only generate in one biome though, I've calculated that 1 in 4.375 biomes can contain villages and 1 in 13.125 temples/witch huts (this accounts for both the changes in biome frequency and structure frequency), compared to 1 in 3.5 and 1 in 7 for vanilla 1.6.4 (only considering "normal" biome areas, not snowy zones, which can have other biomes in them in my mod):
Also of note, here is the underground, which shows a couple "super-caves", one over 100 blocks wide (near the lower-left); these caves, along with the largest size of ravines, are still restricted from a 512 block radius from spawn; a volcanic wasteland biome can also be identified from the numerous lava lakes in the area near the top right (not as apparent on the surface map, as exposed stone/gravel is shown as the same color as grass):
Here's a couple screenshots I took of the cave mentioned above, at -3560, 972:
Also, I tweaked mineshaft generation so that the maximum "span" (distance from the center) depends on the number of "sections"), 80 and 8 by default, with a range of 64 to 110 (5-11 sections, span = sections * 10, min 64). Due to structure saving this doesn't affect existing worlds, within 8 chunks of already generated chunks, unless you delete Mineshaft.dat. This helps scale mineshaft size better; I've found mineshafts with anywhere from 20 to 374 structure pieces (barring the odd glitch where only the center room generates, possibly because the game can generate no corridors).
Here's what a mineshaft with 374 sections, triple the average size (50 mineshafts averaged 119 sections), looks like; it even connects to two other mineshafts despite the spacing I used to prevent overlap between mineshafts (though not like what you can get in vanilla, where I've found two mineshaft rooms next to each other; the minimum spacing is about 10 chunks on a diagonal, or 7 along one axis):
(most are near normal size, calculated as 5 + nextInt(4) + nextInt(4), which averages 8, then there is a 50% chance of sizes above 8 being reduced by one, thus the average size is a bit less than 8)
Note that I renamed many classes back to their vanilla names, which stopped MCP from thinking I'd modified classes that I hadn't; this shouldn't have any effect if updating an existing jar although to be safe I just started from a fresh copy, which only requires copying and renaming the 1.6.4 jar.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
1.8 also doesn't like you modifying the world customization code, including the defaults, as I posted here; not sure why but it works without problems inside MCP but not when I try to add it to the jar.
In particular, I'd want to modify the way biomes are placed (no climate zones) and some other aspects of world generation; for example, this is how I generate ores:
// Generates 1.8 stone types
this.generateStones(10, 0, 64);
// Deserts have no dirt or gravel above y=48 (replaced with sand later on) and mesa biomes have clay above the same
// level. Beach and mesa edge only have dirt and gravel to 48, and oceans and rivers up to 56
if (this.biome == BiomeGenBase.desert || this.biome == BiomeGenBase.desertHills || this.biome == BiomeGenBase.mountainousDesert || this.biome == BiomeGenBase.mountainousDesertHills || this.biome == BiomeGenBase.desertRiver)
{
if (this.biome != BiomeGenBase.desertRiver) desertBiome = true;
this.genStandardOre1(8, Block.dirt.blockID, 32, 0, 48);
this.genStandardOre1(4, Block.gravel.blockID, 32, 0, 48);
}
else if (this.biome == BiomeGenBase.mesa || this.biome == BiomeGenBase.mesaPlateau || this.biome == BiomeGenBase.mesaRiver)
{
this.genStandardOre1(12, Block.blockClay.blockID, 32, 52, 128);
this.genStandardOre1(8, Block.dirt.blockID, 32, 0, 48);
this.genStandardOre1(4, Block.gravel.blockID, 32, 0, 48);
this.genStandardOre1(20, Block.oreIron.blockID, 8, 64, 128);
}
else if (this.biome == BiomeGenBase.beach || this.biome == BiomeGenBase.desertBeach || this.biome == BiomeGenBase.mesaEdge || this.biome == BiomeGenBase.ocean || this.biome == BiomeGenBase.frozenOcean || this.biome == BiomeGenBase.river || this.biome == BiomeGenBase.frozenRiver)
{
this.genStandardOre1(9, Block.dirt.blockID, 32, 0, 56);
this.genStandardOre1(4 + this.randomGenerator.nextInt(2), Block.gravel.blockID, 32, 0, 56);
}
else if (this.biome == BiomeGenBase.iceHills)
{
this.genStandardOre1(8, Block.dirt.blockID, 32, 0, 48);
this.genStandardOre1(4, Block.gravel.blockID, 32, 0, 48);
// Normal generation of coal and iron skipped in lieu of methods that replace snow blocks as well as stone
genCoalIron = false;
this.genSpecialOre(20, Block.oreCoal.blockID, 16, 0, 128, Block.blockSnow.blockID);
this.genSpecialOre(20, Block.oreIron.blockID, 8, 0, 64, Block.blockSnow.blockID);
}
else if (this.biome == BiomeGenBase.savannaPlateau)
{
// Iron ore generates up to y=90
this.genStandardOre1(8, Block.oreIron.blockID, 8, 64, 90);
}
else if (this.biome == BiomeGenBase.savannaMountains)
{
// Gravel only generates up to y=64 to avoid gravel masses littering the ground
this.genStandardOre1(20, Block.dirt.blockID, 32, 0, 128);
this.genStandardOre1(5, Block.gravel.blockID, 32, 0, 64);
}
else
{
this.genStandardOre1(20, Block.dirt.blockID, 32, 0, 128);
this.genStandardOre1(10, Block.gravel.blockID, 32, 0, 128);
}
if (genCoalIron)
{
this.genStandardOre1(20, Block.oreCoal.blockID, 16, 0, 128);
this.genStandardOre1(20, Block.oreIron.blockID, 8, 0, 64);
}
// Rarer ores adjusted for distribution of air relative to vanilla and 59 vs 52 layers
// Note that redstone and diamond generate up to their expected
// max (15-7), but without a drop-off in the upper layers
this.genStandardOre1(2, Block.oreGold.blockID, 8, 0, 29, 27);
this.genStandardOre1(8, Block.oreRedstone.blockID, 7, -5, 11, 8);
this.genStandardOre1(1, Block.oreDiamond.blockID, 7, -5, 11, 8);
this.genStandardOre2(Block.oreLapis.blockID, 6, 11, 16);
// Extra lapis generated in the lowest 2 layers so as to not disadvantage branch-mining for amethyst
if (((this.chunkX / 16) % 5) == ((this.chunkZ / 16) % 5)) this.genStandardOre1(1, Block.oreLapis.blockID, 7, 1, 5, 2);
// Amethyst ore generates over 10 layers above the min (-2 to 8)
this.genAmethystOre(-2);
(I suppose it would be possible to just hard-code the values in, bypassing the need to modify the customized world code, but that would break it. A customized preset could also be made but I'd still have to modify some code, such as how I altered river and beach generation to make them more consistently deep/flat)
Also, I have little incentive in updating to a version I wouldn't play on; I mean, try playing as I do when this happens (and if I reduce render distance to try to prevent it, not entirely successful in jungle biomes even with a render distance of 2, mob spawning is adversely affected, and while I made a fix for 1.7.10 it just forces the server to load chunks equivalent to a render distance of 10, thus would cause server lag in 1.8; a real fix won't occur until they rewrite the mob spawning code):
1.7 doesn't so much have lag as a strange issue with rendering that causes huge lag spikes always exactly every 10 frames, plus a lower level up/down variation in FPS, which is unaffected by any settings; oddly, it can sometimes go away if I let the game run unfocused for a few minutes. That said, in complex areas like jungles I also get this issue, which would certainly be far worse in some of my modded biomes; this is partially caused by relighting chunks, I'd rather have black patches, which usually fix themselves after a while (still not entirely fixed as of 1.8). In 1.6.4 I've seen something similar (if not the same root cause) due to large forest fires, especially around volcanic wasteland biomes, when they are right at the edge of loaded chunks (an issue with block updates next to unloaded chunks, the lag only occurs in specific areas), but the issue is much less severe.
This is also particularly an issue with world generation mods; as mentioned, there is a fix for this issue ("This worked wonders on my set up, which in 1.7.10 was virtually unplayable before") but it is only for Forge, and while I could probably decompile the mod and mod it into vanilla code they might not like that, especially given what they say about redistribution (of course, I've taken bug fixes posted to the bug tracker but those weren't copyrighted mods; many of these fixes have also since been implemented in vanilla, which does reduce what I've have to mod but other changes like world generation and gameplay mechanics (e.g. anvils, though I already made a simple mod for 1.8 that reverts the pre-1.8 mechanics) mean the opposite).
As for rewriting the mod for Forge, that is also out of the question; I'd have to learn many "advanced" modding techniques to modify vanilla, as suggested by this thread; unlike many mods, a lot of what I did was modifying existing vanilla behavior, not adding new blocks or items, which requires more extensive modding (assuming that an existing block renderer can be used adding a new block is very simple, slightly more complex for using metadata for multiple blocks per ID).
I made an improvement to snowy biomes; instead of only placing snow on surfaces exposed to the sky snow generates underneath trees as well, also freezing any water underneath, which avoids snow-free patches under trees (this only happens during world generation, not afterwards):
Also, I fixed a mineshaft generation bug that sometimes only generates the center room with no corridors, as in the example I mentioned here, this seems to happen perhaps 1-2 out of 100 times and is caused by the game being unable to place any corridors since their randomly chosen coordinates interest the bounding box of the center room; I simply added a loop that executes up to 5 passes over the code that places them, so it is very unlikely that every attempt will fail; normal mineshafts are not affected.
Wow, you are a good mod maker. You should make a new mod or resource pack that doesn't add CRAZY NEW TOOLS or CRAZY NEW DIMENSIONS, but a mod that subtly, or not, changes the environment to make a more aesthetically pleasing environment that just looks more pleasing to the eye Now, you can make CRAZY NEW MOBS and CRAZY NEW STRUCTURES of you want, but I think a overall just aesthetically pleasing environments mod would be a perfect touch.
I noticed that maps in item frames caused a lot of lag, due to an inefficient rendering algorithim; I was able to nearly eliminate any performance impacts by reducing the rate at which maps in item frames update their image data, so that they only update 1/8 of their data every 8 frames, or 64 frames for a full update; the improvement in FPS was staggering - by a factor of over six times - as these screenshots show, taken without Optifine, which does not change any of the code involved with rendering item frames or maps (note that the second screenshot is in vanilla, which also shows how maps used to render; the world itself loaded without any issues despite mod biomes):
To do this I separately store the rendering data for every map, using a hash map to retrieve it based on the map number, in a similar manner to 1.7, which completely separated the map update code from the rendering code so maps in item frames should have (not tested) much less of a performance impact (1.7 can still benefit from another change I made, which was to precalculate all of the color values so they don't need to be calculated as the map data is being updated, this change also impacts hand-held maps, though the difference is unnoticeable). I also removed icons from maps in item frames since I noticed that itself had a significant impact on performance when there were dozens being rendered on top of each other; maps held by a player still display markers and update normally (I also fixed a bug with marker rendering).
I noticed that maps in item frames caused a lot of lag, due to an inefficient rendering algorithim; I was able to nearly eliminate any performance impacts by reducing the rate at which maps in item frames update their image data, so that they only update 1/8 of their data every 8 frames, or 64 frames for a full update; the improvement in FPS was staggering - by a factor of over six times - as these screenshots show, taken without Optifine, which does not change any of the code involved with rendering item frames or maps (note that the second screenshot is in vanilla, which also shows how maps used to render; the world itself loaded without any issues despite mod biomes):
To do this I separately store the rendering data for every map, using a hash map to retrieve it based on the map number, in a similar manner to 1.7, which completely separated the map update code from the rendering code so maps in item frames should have (not tested) much less of a performance impact (1.7 can still benefit from another change I made, which was to precalculate all of the color values so they don't need to be calculated as the map data is being updated, this change also impacts hand-held maps, though the difference is unnoticeable). I also removed icons from maps in item frames since I noticed that itself had a significant impact on performance when there were dozens being rendered on top of each other; maps held by a player still display markers and update normally (I also fixed a bug with marker rendering).
it's such a shame that you don't use forge with your mods, i'd love to use them in a huge mod pack, but sadly, jar mods make that nearly impossible
it's such a shame that you don't use forge with your mods, i'd love to use them in a huge mod pack, but sadly, jar mods make that nearly impossible
A lot of the changes I've done would be difficult to do in Forge, which does not let you easily modify vanilla code; in fact, Optifine is really just a jar mod that somehow gets Forge to load it, which is why many mods are incompatible with it (back when I used Forge for other mods I tried zipping up classes I modified and placing them in the mods folder; no dice; eventually I modified the Forge source (no longer possible in current versions, this was for 1.6.2) and added them to the jar and since I left in the code Forge added it was guaranteed to be compatible).
Otherwise, you have to learn how to manipulate bytecode and stuff to make modifications without replacing or overriding code, which, as described in this thread is for advanced modders; the only knowledge I have of bytecode is only enough to let me use Java Bytecode Editor to edit some things like the cave generation code where the values I want to change are easy to spot, and that isn't really even editing bytecode, just changing some hard-coded values.
Sorry for bumping this incredibly old thread, but is it possible to use this mod in MultiMC as a 'JAR' mod?
While this thread is old it is still entirely relevant as the mod is still active; it just hasn't been posted in recently (I did not update the mod for over a year and updated the OP a couple months ago).
I have no idea but presumably it would work if you took the contents of the "mod" subfolder and added it to its own zip (for version 4, which includes other files which are not part of the mod, or are to be added separately).
Version 4 update:
After a long wait version 4 has finally been released; the main reason why it took so long was because I spent more than a year playing on my first world with very little progress made until I finally decided to set it aside after reaching a major milestone. Many, many new features and changes have been added, too many to list here.
Most significantly, many new types of caves and cave systems have been added, going far beyond the larger caves and ravines added in earlier versions:
A chart of all of the variants of cave systems and caves that are in TMCWv4; large caves and ravines are unchanged from earlier versions:
A map of only special types of caves and cave systems:
The same map but with all caves and mineshafts included; the majority of caves are based on vanilla 1.6.4 generation. For scale, both of these are 2048x2048 blocks, or one level 4 map:
On average, you can expect to find the following per level 4 map:
1 giant cave region (1 every 16384 chunks)
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)*
126 larger than usual caves (1 every 130 chunks)*
240 of all types (1 every 68.3 chunks)
*These are not guaranteed to be any larger than vanilla-size caves/ravines. Vanilla large caves and circular rooms also have a larger size variation.
There will also be an average of two strongholds (one every 8192 chunks; unlike 1.9 a truly infinite number of strongholds generate across the world, all of which can be located with Eyes of Ender; the minimum distance from the origin is 640 blocks, the same as before 1.9, while it is not guaranteed that there will be any within 1152 blocks, much less three. By design though it is impossible for them to be much further than 2048 blocks), 108 abandoned mineshafts (one every 152 chunks, about 2/3 the vanilla 1.6.4 frequency since they can't generate too close to special cave systems, the largest size of caves, or dense areas of normal caves; this is still about 1.5 times more common than since 1.7, and they are not rarer close to the origin, but within 512 blocks they are smaller), 400 dungeons (one every 41 chunks, about the same as vanilla 1.6.4, which is about 2.5 times more common than since 1.7), including 21.8 double dungeons (one every 750 chunks; these are 5% of dungeons in most areas except network cave regions, where the chance is 20%). Normal cave frequency is one size 1-39 cave system every 20 chunks, the same as vanilla 1.6.4 (excluded from around special cave systems); several parameters (width, curviness, chance of larger caves, caves deep down/above sea level) are varied over 16x16 chunk regions, with 25% of these regions being unaltered.
Here is a series of charts comparing the variation in cave density to vanilla 1.6.4 and 1.7 or later; notably, over a 16 chunk radius there is a 20:1 variation, quadruple that of 1.7 and ranging from just half as many caves to twice as many. The odd spikes seen in the first couple charts on the left are due to special cave systems; otherwise, you can see that TMCW closely tracks vanilla 1.6.4; TMCW has slightly more caves due to the ground being deeper and extra caves being added; I also counted the largest variants of caves as multiple caves depending on their width (a cave with twice the width has 4 times the volume):
In addition, dungeons are more varied, with mob-specific loot (e.g rotten flesh in zombie dungeons), a rare variant with 2 spawners, each spawning a different mob, and 2-3 chests and chiseled stone bricks in the floor, and dungeons with stone bricks (plain or a mixed of mossy and cracked) instead of cobblestone walls (the floor is always cobblestone and moss stone in normal dungeons):
A double dungeon, which also comes in a smaller variant with spawners in a straight line:
A normal dungeon with stone brick walls, which can also be a mix of mossy and cracked:
Desert temples are also more varied, with a chance of either of two types of trap and/or spawners:
Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner
Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner
Fossils and igloos have been added, which are very similar to their vanilla counterparts (igloos have a generic zombie villager and do not have brewing stands since there are no zombie variants and brewing stands do not require fuel. They also generate in Winter Taiga and Winter Forest but not Ice Plains. As for fossils, they generate in all variants of swamp and desert with a 1/64 chance per chunk with the main difference being that coal ore can be found around, but not replacing, bone blocks and they do not generate if 5 or more corners are exposed, to prevent them from floating in giant caves).
New blocks have been added; Rail Block and Cobweb blocks, which respectively let you craft 9 rails or 4 cobwebs into blocks for storage, very helpful when clearing out a mineshaft and storing them; the convert them back into rails or cobwebs mine them (pickaxe or shears without Silk Touch; cobweb blocks are also destroyed by water). Cobweb blocks also have a unique "sticky" property; players and mobs can sink slightly into the sides of the block and will be slowed down in the same manner as cobwebs (silverfish are able to make their way through the "space" between two blocks).
(note that the ID is not the same since I added these blocks to an otherwise vanilla Minecraft installation so I could compactly carry rails when caving, and later, directly harvest cobwebs instead of crafting string into wool)
Packed ice now has its own block ID so it can act like an opaque block instead of retextured ice (before it was ice with a data value of 1).
Empty Monster Spawner blocks have been added; these can be obtained by mining spawners with Silk Touch and are decorative blocks, which can also serve as light sources if lit with flint and steel (light level 15 with flame/smoke particles).
Bone Blocks have been added, which function the same as the vanilla block and are used to make fossils.
Ruby Ore and Ruby Blocks, as well as Ruby (item), have been added; like a few other features I added these for fun (the game even has the texture for ruby as well as language definitions for ruby and ruby ore). Ruby ore only generates in the Rocky Mountains biome at a frequency similar to gold anywhere below sea level; veins are generated a bit differently from other ores (one center block with up to 4 additional blocks against an adjacent face). The only purpose of ruby is decoration; ruby blocks are similar in texture to the old (pre-1.6) lapis blocks but red. Any pickaxe can mine the ore, which drops 1-2 rubies (up to 8 with Fortune III):
More new biomes; Desert M, with Oasis; Rocky Mountains; Great Forest, and Meadow:
Desert M; small oasis with palm trees and jungle-like ground cover, small water pools, and occasional animals, generate as a sub-biome:
Rocky Mountains; large snow-capped mountains made up of stone and andesite with stone gradually transitioning to coarse dirt and grass at lower elevations, which are covered with spruce trees, including a new variant, and stone/andesite boulders (similar to Mega Taiga):
Great Forest; large spruce trees (the same ones in Rocky Mountains) and a variant of large oak whose leaf clusters are like small trees generate here, interspersed with small oaks; the predominate type of tree varies on a chunk-by-chunk basis so there is much more variation in tree cover, unlike the random generation in other biomes:
Meadow; a flat, plains-like biome with more flowers and occasional large oak trees, with patches of Meadow Forest in a similar manner to regular plains and forest. The large oaks are the same as the ones found in Great Forest, with another variant resembling several small trees stacked on top of each other generating in the forests. As with other types of trees, they can be grown from their respective saplings within their corresponding biomes:
(this is from a Superflat world but the biome doesn't look any different)
Here are renderings of a couple worlds (click to view full size):
This is the seed "10", centered at 0,0 with a radius of 1024 blocks:
This is the seed "TMCWv4", which I played on, and extends to about x +/- 1600:
Villages generate with different blocks based on the biome they start in, and can generate in more biomes; their frequency was slightly reduced because of this (for a given amount of spawn biomes they are still more common than in vanilla; this is also true for other structures, with jungle temples up to twice as common for a given amount of jungle, but rarer overall):
A Plains village, which are the same as vanilla except the paths are made of cobblestone, intersecting Ice Plains; this also shows that when a field generate in a snowy biome it generates a glass roof with a door over it so the water does not freeze (this is based on the biome the field is in, not the type of village):
A Savanna village; jungle wood replaces oak wood and cobblestone:
An Ice Plains village; Nether quartz-based blocks replace most blocks:
A Meadow village; spruce wood replaces oak wood; logs have bark on all sides; while cracked stone brick replaces paths and stone brick replaces cobblestone:
Also, you may notice above that the double stone slab in blacksmiths was replaced with an anvil, which is usually very damaged but can also be slightly damaged or even undamaged.
Witch huts can also generate in Tropical Swamp and desert temples generate in all variants of desert (similar to villages their frequencies were adjusted for the frequencies of their biomes).
Biome and landmass generation has been altered; oceans are much less extensive than they are in vanilla 1.6.4, but are still much larger than in 1.7, with landmasses of varying sizes added to oceans, replacing the numerous small islands that generated in earlier versions (these islands still exist but are much rarer; as before they are Mushroom Islands with their biomes replaced with other biomes), as seen in these AMIDST maps (individual biomes are not shown because they cause AMIDST to glitch out and crash; each map is about 25,000 blocks across):
The Ice Plains and Desert areas shown on these maps correspond to snowy and hot climate zones respectively; unlike the climate zones in 1.7 they only make their respective biomes more common and exclude a few biomes of the opposite extreme, while allowing most other biomes to generate so they are much more varied and harder to tell apart in-game.There is also some separation between climate zones but it is still common to see hot and cold/snowy biomes next to each other since there is no exclusion from the edges of normal climate zones, which contain nearly all biomes.
A 1.9-like "cooldown" feature has been added; if a mob is struck during its damage immunity period the damage dealt by subsequent attacks will be reduced, from 100% at 1 second or more since the last attack down to 0% at half a second; hitting the mob again within 1 second will increase the penalty time (max of 1 second). Regardless of this, spam-clicking is still deleterious to your weapons because every single hit will cause them to lose durability, regardless of whether damage was actually inflicted (this was seen to be a bug and was fixed in 1.7; the fix is very simple but i think it is a good deterrent).
Armor has been modified again; each armor point now reduces damage by 3.33% for players and 4% for mobs, with zombies able to have up to 22 armor points. Diamond armor has 18 armor points, amethyst has 20, and all other armor is the same as vanilla; this means that diamond now offers the same amount of protection as iron in vanilla (60%) and amethyst is slightly lower than before (66.6% vs 70%; previously tiers below diamond had more points to offset the decrease in protection).
Protection enchantments also now reduce damage by a fixed amount; full Protection IV is 60% additional damage reduction (vs 40-80% in vanilla 1.6.4, and a fixed 64% in 1.9+). Feather Falling (etc) caps out at 75% (vs 52-80% in vanilla 1.6.4 and 80% in 1.9+).
Most weapons and tools deal 1 less damage than before, with amethyst replacing diamond (+7 attack damage, 8 total for a sword, while diamond is now +6 and wood is +3), and also mine slightly slower, again, with amethyst remaining the same.
Axes penetrate armor; up to 80% of armor points can be penetrated at the rate of one armor point per 2 points of damage when wielded by zombies and one point every 4 points for players, which makes zombies with axes more dangerous but does not make them too effective when players use them; maximum penetration is also reduced to 60%. This is still enough that an amethyst axe with Sharpness V requires only 6 hits to kill a zombie in amethyst armor, compared to 12 with a Sharpness V amethyst sword.
Amethyst items can now be enchanted on the table and have an enchantability of 15, higher than iron or diamond (previously I set it to 0, disabling enchanting, due to its rarity and wastefulness of random enchantments, but this meant that mobs could never spawn with enchanted amethyst items).
Added Mending enchantment, which must be applied to an item if you want to be able to keep repairing it since renaming no longer keeps the prior work penalty from increasing; unlike the 1.9 enchantment you must repair items in the anvil. the enchantment adds 8 levels to the cost of an item; however, I removed the additional charge for the number of enchantments when an item is repaired (but not when adding enchantments); the net effect is that non-Mending items cost less while Mending items cost about the same as vanilla 1.6.4 repairing. Mending can only be found in naturally generated chests or as a villager trade; there are no special restrictions (e.g. higher cost) but enchanted books are a rare offer since unlike 1.8+ every time you trade their final offer there is just a 1.75% chance of choosing a single enchanted book trade (from testing you may have to spend upwards of 2,000 emeralds across dozens of villagers before you unlock it).
Hoes can be enchanted with Fortune and are required if you want it to work on crops; crops can still be harvested without hoes but Fortune will not work. Note that they lose durability when breaking any block, preventing infinite Fortune exploits; likewise, shears also lose durability so Silk Touch can't be exploited.
Creepers no longer stop moving when they are about to explode and their damage has been tweaked so they deal less damage point-blank but relatively more damage at a distance, and more damage than they would deal in vanilla if one walks up to (into) you. Their countdown radius was also decreased from 7 to 5 blocks but due to their movement it can be more difficult to run away from them before they explode.
Diamond is now renewable, as Giants will drop a diamond if killed with Looting (level * 33% chance), making amethyst the only armor/tool material that is not directly renewable (excluding mob drops). Due to their rarity and size making a mob farm to farm Giants likely won't be very effective, plus I do not consider such farms as a reason to/not to add something like this.
Mob spawning has been altered; mobs now despawn when more than 96 blocks away from the player (instead of 128 blocks) and in a cylinder instead of sphere (the 32 block despawn radius is the same). The effect of this is to make mobs more concentrated around the player without increasing the mob cap (it was actually decreased, but not enough to offset the decrease in space); you can also no longer build a mob farm 128+ blocks above the ground and have it work well without lighting up all caves, though the distance is less (a 128 block radius has 1.78 times the area of 96 blocks).
Several bugs have been fixed, both from earlier versions and vanilla bugs, such as what happens when the seed "107038380838084" is used, which now creates a normal world; I also modified the way the chunk seed is calculated so the "mirrored caves" bug mentioned no longer occurs in any form. The game also should never crash with an ArrayIndexOutOfBoundsException when accessing a biome ID, which was caused by the client and server threads accessing the biome generator at the same time and causing it to output invalid values (this has always been an issue but became very common, mainly when loading an existing world, after I made a change to the biome and/or MapGenScatteredFeature, probably due to a timing change).
And many more changes...
In addition, I included several additions in the download; one lets you use AMIDST (note - an older version must be used, such as 3.6, which I used; the latest versions also completely refuse to load modded profiles) to view land/ocean and climate zones (individual biomes are not shown because unknown biomes cause AMIDST to glitch out and crash); another lets Minutor show the correct biomes and blocks; there is a modified class that lets you create a Superflat-like world with only caves and structures (I used this when testing to quickly generate large amounts of terrain with Minecraft Land Generator); and there is a utility that shows the locations of various types of caves and cave systems as well as mineshafts and strongholds. There's also a pre-modified json file so you don't need to edit it yourself (due to how difficult it has become to get the launcher to accept modded versions; if I could I'd use an automated installer).
(this used to be in the OP but it got too large(!) so the descriptions for all previous updates have been moved to separate comments which originally described features added by that update)
AMIDST crashed with a java.lang.arrayindexoutofboundsexception.
Fix?
Never mind I fixed it.
How did you fix it? AMIDST is not compatible with any mod that alters biome generation, at least not if it adds new biomes. You can however use specially modified files I provided with the mod to only view landmasses and climate zones (the spawn point and all structures will not be accurate):
Plains corresponds to "normal" climate zones, desert with "hot", ice plains with "cold", and small islands with forest are small islands which can have almost any biome. Mushroom islands are the same as in-game.
Note that to install this you only need to rename a vanilla 1.6.4 jar and json (including the ID) and add the classes and delete META-INF without actually playing the profile. Also, I tested the latest version of AMIDST (4.2) and it worked correctly (supposedly, it refuses to load modded versions but that only appears to be for Forge and Optifine profiles; the latter has also never given me an issue when installed into the jar manually, and it must be the way it and Forge install themselves with their installers).
Also, for comparison this is the same seed shown above in vanilla 1.6.4; the main difference is that there are many smaller landmasses added to oceans, but not to the extent in 1.7+:
ETA: I decided the check out the seed in-game to see if it had anything notable, since there is no real list of seeds for the mod:
This is where you spawn at, in a Winter Taiga (same as 1.6.4 snowy taigas):
Less than 20 blocks to the south of spawn is a relatively large cave opening, 20 blocks across (the widest a cave can get close to the origin), which leads to a ravine and mineshaft:
To the north of spawn is a Rocky Mountains biome which peaks out at y=160:
Just to the east of that is a Mega Spruce Taiga, with a large Ice plains to the east of spawn:
Further to the east of that is a TMCW Mega Taiga, my own version of Mega Taiga from before I added the vanilla 1.7 versions:
Further on is a regular Mega Taiga:
The Ice Plains contains two villages, around 970, 300 and 1240, -240; the former is next to an Ice Hills while two ice Plains Spikes are near the latter:
The blacksmith chest's contents; you can rarely find more valuable things including diamond armor and tools:
A third village can be found around 1250, 150, with a Mega Mixed Forest to the east:
Also, to the southeast of spawn is a Winter Forest Mountains that reaches y=145:
Also, here are surface and underground maps of the area I explored:
Most notable is the area near the right, which is a giant cave region:
Here is a list of various other things within 1280 blocks of the origin (including the whole area I covered):
Surprisingly enough, there is not a colossal cave system around 770, 440, where these is a very large and dense cave system which I thought was one until I ran this. In fact, when combined with two other dense cave systems very close by it is actually larger (even larger cave systems can rarely form in vanilla 1.6.4; colossal cave systems are similar to a cave system I found in my first world, and cave systems that dense and large are rare enough that you may otherwise not find any within thousands of blocks in a given seed).
Is there any triple dungeons in this mod?
Can you add locations for dungeons?
What is exactly a maze cave cluster and how many chunks for one?
And can you load a world from 1.8 into your mod? Like a customized world with dungeon count increased to 100?
For #1, only if multiple dungeons generate connected to each other, which is about as rare as it is in vanilla; I only found one "real" double dungeon out of a total of 191 normal dungeons; all of the 11 "double dungeons" that I found were separate. this suggests that there is about a 1% chance of two dungeons generating connected to each other. I also did find an odd dungeon with 3 chests (a normal dungeon) suggesting that two dungeons generate don top of each other, which would still be only 2%.
For #2, see this reply for AMIDST - it is impractical to make a tool that will show the locations of dungeons because of the way they are generated; this requires actually generating most of the world:
Many people have asked why AMIDST doesn't show the locations of dungeons.
The positions of dungeons are decided upon much later in the world generation process than the point at which AMIDST gets all the information it needs to produce a 2D map. Going any farther would slow down AMIDST immensely and also even though the dungeon locations are predictable from the world seed, even the MineCraft world generator software doesn't map them until the actual chunks for the world that contain them are created and stored on disk. To ask AMIDST to locate dungeons would be to ask AMIDST to create the entire world which is something that even Minecraft doesn't do. MineCraft delays chunk creation until a player gets within a certain distance of the chunk in question.
For #3, a maze cave cluster is a single maze cave and is basically a smaller version of a maze cave system (unlike other cave clusters, which have 3-6 of their respective type of cave the name is a bit of a misnomer since there is only one cave due to their size); here is a chart of the four main types of special cave systems and their corresponding cave clusters, which randomly generate in areas where no other caves are present at the rate of about one every 480 chunks (one of each type every 1920 chunks, so they are not very common, I only found one maze cave cluster in my recent world, out of a total of 11 of all types):
I do not show the locations of these in the CaveFinder app since I don't consider them to be significant; CaveFInder will locate special cave systems, which are basically larger versions of cave clusters.
For #4, loading a 1.8 world into an older version, modded or otherwise, will have very serious consequences, mainly because 1.8 changed the way item IDs are saved; the only 1.7+ blocks or items that are backwards-compatible with the mod are the 1.8 stone types, podzol, coarse dirt, and packed ice and only when in their block form (placed in the world). Others may turn into different blocks because the IDs do not match (for example, I use ID 180 for bone blocks, while that ID is used for red sandstone stairs in 1.8 and the ID for bone blocks in 1.10 (216) does not correspond to anything in TMCW so they will disappear):
Also, I don't know if you realize this yet but based on a map you posted of a world you made you are still using an older version of the mod, including the CaveFinder app, which did not show the locations of everything when I first released it, and otherwise there are some differences in world generation due to adding code that ensures that the rarest types of caves generate reasonably close to the origin (this mainly only affected the locations of colossal cave systems and giant cave regions but shifted the locations of some other things). I also added a few additional features which are not mentioned in the OP, and some minor tweaks/bug fixes:
Dead bushes now require finding one to get more; instead of being able to bonemeal sand or gravel you now have to bonemeal a dead bush. In a similar manner lilypads are now renewable, producing 2-4 more lilypads up to 7 blocks away (in both cases a larger, flatter area is favored for more successful attempts). Lilypads only spread to full-height stationary water at the same level while dead bushes can spread to any block they can be placed on up to 2 blocks above or below the block bonemeal was applied to.
Giant mushrooms spawn in giant cave regions, within one of four 2x2 chunk regions within a 4x4 chunk grid and up to 2 per chunk; they also came in two more variants (both types come in red and brown. This does not apply to Mushroom Island or player-grown mushrooms since I added separate code to generate them in GCRs).
If a mob spawner spawns too many mobs (about 50 when most consecutive spawn attempts succeed) within a short time mobs spawned will no longer drop anything (excluding items they picked up) until a certain amount of time has passed, taking longer to fully reset (up to 50000 ticks or 2500 seconds; if the player is outside of the activation range and the counter is below the activation threshold the time is 1/4 as long. During this period mobs will still occasionally have drops, once every maxSpawnDelay * 2 ticks, or 600 ticks/30 seconds for zombie spawners).
Mob spawners will continue counting down to the next spawn cycle when the player is more than 16 blocks away; if you move away from a spawner and come back by then it will spawn mobs within 1 second like a freshly generated spawner (delay is initialized to 20 and decremented until then when far away).
Efficiency acts like Sharpness when a mob wields a tool, increasing attack damage by 1.25 per level, so zombies that spawn with enchanted tools can deal more damage (this has no effect on player damage). This also stacks with Sharpness, so a zombie with an amethyst axe with Efficiency V and Sharpness V (note - this is only possible if they pick up a player-created item) will deal 22.5 damage on Normal difficulty (3 + 7 + 1 + 1.25 * 10. Note that 1 damage is added to a weapon when a mob holds it to offset the reduction in damage for diamond and lesser tiers; an amethyst axe adds 6 damage to a player and 7 to a mob).
(the last update I made to the mod was in late May, the download was updated more recently to include information about a bug with the new launcher not downloading assets/sounds properly)
1. The village variations look quite Ugly and out of place
2. Mixed forest should really only have oak and spruce, as putting jungle and spruce together seems really odd. Sorta like a boreal forest, which you can see a lot of in Nova Scotia.
I don't have enough time to read it all (I just wanna download it already!) but no hate, this sounds really cool but you seem to have made a few weird moves in the world generation. You are now my favourite modder.
Rollback Post to RevisionRollBack
Just a random kid with a cool username (not the asme on mc) chatting about outdated minecraft content. In case you need them, my PC specs can be found in my novabench results below.
If you get the chance to, when are you gonna update the mod to version 5?
I have not spent much time working on an update since I'm still playing on my first world but I have added the following features, along with more bugfixes:
Many parts of world generation now use a true 64 bit random number generator instead of Java's Random, which only uses 48 bits, increasing the number of truly unique seeds by a factor of 65536-fold. In particular, cave generation is unique for every seed (structures and terrain are only partial due to requiring extensive code changes to otherwise use a custom RNG, but two "same lower 48 bit seeds" will likely not have them in the same locations and even if two do match they will be different). As a bonus, this gives a significant speed boost to cave generation (Random uses a thread-safe implementation that is slower and special methods specific to the cave algorithm were added, reducing the number of method calls).
Cave variation has been increased further; "cave clusters" and most types of special cave systems are now twice as common (e.g. 1/4096 chunks to 1/2048 for vertical cave systems) and are no longer restricted from near the origin, which only applies to the largest variants of caves and ravines, colossal cave systems, and regional caves.
Increased size variation of mineshafts (initial distribution is linear instead of triangular; smallest and largest sizes are still less common).
Tweaked biome generation (land and ocean); seeds no longer resemble vanilla but AMIDST can be used to map out seeds (only land/ocean and climate zones) using the "AMIDST" files.
Birch, jungle, and spruce logs now use the 1.7+ end textures; Meadow villages now use normal logs instead of all-bark (the original reason for making them all-bark was so they would look much different from oak; this also means that they no longer have unobtainable blocks (they can't even be placed by the player since the placement code overrides their data value).
Beaches generate alongside several biomes that have "edge" biomes, including Extreme Hills (gravel beach), full-size Ice Plains Spikes (gravel beach + double width of Ice Plains), full-size Ice Hills (border of Ice Plains Spikes + Ice Plains, except for gravel beach next to ocean), while not displacing them, as multiple passes are used to add them (in 1.7+ EH Edge is no longer present since the vanilla code can only add one edge biome, which was replaced with Stone Beach).
Explosion damage to items uses the vanilla damage calculation instead of the modified calculation for creeper explosions so they are not always destroyed regardless of distance (minimum damage for modified creeper explosions is 6 while items have 5 health).
Added two new enchantments: Smelting and Vein Miner. Smelting makes iron and gold ore drop ingots instead of themselves, as well as 1-3 or 2-6 XP respectively (based on their abundance and XP drops of other ores when mined; e.g coal is 0-2 and diamond is 3-7. For comparison, smelting coal gives 0.1, iron 0.7, gold 1, and diamond 1). Smelting is compatible with Fortune, averaging 2.2 drops per ore with Fortune III (same as most other ores), while it is incompatible with Silk Touch (which will override it if you hack both of them on a tool) and can only be applied to iron, diamond, or amethyst pickaxes (iron is required to mine gold and it would be completely useless on wood). Vein Miner enables you to mine more than one block at a time (effective on all ores; all blocks must be of the same type as the block mined), with level 1 mining up to six blocks (center block plus up to 5 blocks adjacent to the sides; all 6 sides are checked but one must be removed to expose the center block) and level 2 up to 18 blocks (a 3x3 cube minus the corners and one block from the center of one side; blocks are only mined if they are adjacent to a block which was mined by the first level). It is compatible with both Fortune and Silk Touch and can only be put on a pickaxe since all the blocks it is effective on require one. Both of these enchantments can only be found in naturally generated chests, making them true "treasure" enchantments (as opposed to the vanilla ones, which are only unobtainable from the table), and are mutually exclusive (can't have it too easy; Vein Miner also adds 0.005 exhaustion per block broken after the first block, which adds 0.025 as normal, but does not cost extra durability).
Increased variation of underground dirt, gravel, stones, and biome-specific blocks; the number of veins of each varies between 50%, 100%, 200% of normal while size varies inversely (based on actual vein size, which is not a linear function of the "size" parameter), for about the same amount of each in a given 8x8 chunk region (regions are square with a 0-1 chunk offset around the edges to make them less abrupt).
Giants now use the new mob AI and as a result will now pathfind around obstacles, with a followRange of 32 blocks (instead of 16). They also move slightly faster, jump higher, take fall damage after 6 blocks (instead of 3) with half the fall damage per block afterwards, and are more willing to take drops.
Added a penalty for spam-clicking a non-entity (air or a block) which is much more similar to 1.9's attack cooldown; reduces damage dealt by weapons (sword, axe, pickaxe, shovel) regardless of whether you hit a mob before by up to 50% with the penalty lasting for up to 10 seconds. Damage is reduced from 100% to 50% for a penalty duration of 0-6 seconds and penalty increases if you click more than twice per second, activating after 2-3 clicks. This does not affect the previously added per-mob cooldown, which only affects subsequent hits, but 10% of the cooldown timer value is added to the penalty timer if it is not at its minimum. The per-mob cooldown was also decreased from 1 second to 0.75 seconds (compare to 0.625 seconds for swords in 1.9).
Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
Eyes of Ender now always lead to the start of a stronghold, not the portal room, to make finding the portal more challenging (in vanilla they lead straight to the portal room if the chunks it is in were just generated; after reloading the world they lead to the start, which is a spiral staircase).
In a similar manner to tools and armor two enchanted books can be crafted together to remove their enchantments, giving you one normal book back.
Giant mushrooms generate in 2.5% of 2x2 chunk regions outside of giant cave regions and 25% within (the latter was added in TMCWv4; unlike vanilla both colors generate in both variants for a total of 4 types. This is planned to be added to player-grown mushrooms as well).
Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn (a new tag was added so how a mob was spawned can be saved; this is also used so cave spider jockeys only spawn naturally, not from spawners; their chance was increased from 1/33 to 1/25).
There is a rare chance (3.226% of slimes or 1/10 as common as each smaller size, which have equal chances) of a size 8 slime "mini-boss" spawning in swamps, which has double the aggro range (32 blocks), 64 health, deals 8 damage (on Normal difficulty), can jump over obstacles 4 blocks high, fall up to 8 blocks with no fall damage, and drops 8 XP and splits into 2-4 large slimes when killed (up to 85 slimes and 120 XP total).
Endermen do not despawn if they are holding a block, with an increased (decreased) chance of placing (picking up) blocks when more than 64 blocks away from a player (horizontally only) to reduce buildup in unloaded chunks.
These are just some of that I've added or plan to add. Once I finish exploring the current map I'm on I may take a break from my first world, but that may still be a while, but probably less than the nearly 2 years that passed between versions 3 and 4 (version 4 was released early this year with the last update in July; version 3 was released in April 2015 and last updated in September 2015; any updates I make to a version after the first release are just bugfixes and minor additions).
I'm encountering a strange issue with MCP that is rapidly becoming a major obstacle to further development; it seems like it thinks I'm modifying classes that were not modified; at last count 15 extra classes, including major ones like RenderBlocks. Others seem to be a case of MCP confusing my own classes with vanilla classes with similar names.
I've also confirmed that it is not an issue with MCP's configuration becoming corrupt or anything similar, as a clean copy of MCP does not reobfuscate any classes before I add my own classes, including the ones it is incorrectly reobfuscating (they are also incorrectly sent to the modded source folder, so it thinks the actual source files were modified).
Until now, I've been able to get away by deleting the (unused) vanilla classes I replaced, but that no longer works anymore since it is now reobfuscating classes that were still used and can't be deleted, about 10 classes (15 including the ones I tried deleting, which are reobfuscated again on a fresh copy; I initially thought that MCP was perhaps becoming confused by these missing classes but it still happens with them present).
In particular, this seems to have been triggered after I renamed several more classes to my own names (BlockDirt to BlockDirtTMCW, etc); similarly, it tries to reobfuscate BiomeGenForest and BiomeGenJungle, among others (the ones I initially deleted, before it started reobfuscating random classes).
Having said that, I added gravel beaches to snowy biomes (no palm trees) and volcanic wasteland, although have not updated the download due to the aformentioned; I may try just renaming all of my renamed classes back to their vanilla names and see if that fixes the issue:
There's a bit more to them than just gravel, as some digging will reveal - single blocks of gold ore can be found in the gravel, with up to two per chunk between y=59-61, just something I added for fun as I don't think digging up a beach to get a few gold is a practical way to find it:
As with regular beaches, caves and ravines do not cut through the upper layers, leaving a layer of stone at y=61 if any are underneath. There's actually two variants, one for volcanic wasteland, as one of the things I do to make beaches better is remove sand/gravel that is above y=64, replacing it with grass and dirt; volcanic wasteland doesn't have this, similar to the "desert beach" around deserts.
Also, you may recall from earlier on how I fixed some of the issues with leaf decay, particularly for big oak trees; I've noticed that swamp trees also have this problem, affecting the corners which are too far from the trunk (this distance is not simply 4 blocks straight out, it forms a pattern similar to how water, lava, and light spread, thus while the leaves are 7x7 blocks, 3 from the trunk, the corners are too far away), which I fixed by not generating any leaves at the corners (lowest two layers) and adding four extra logs around the trunk (the latter was added in the last update but didn't completely solve the issue).
Another thing I've done is increase the amount of lapis in the lower two layers by generating an extra vein every 8 chunks in that range, making it as common as diamond, so when mining for amethyst you can find more (considering that it is only useful as dye and blocks (pre-1.8), it could be more common):
Also, I made this chart comparing the distribution of caves (air blocks) underground; note that there are 7 additional layers in TMCW (5 in the first two versions):
The significant increase above layer 20 (actually 23), up to about 160% of vanilla between 36-50, is due to a combination of the larger than usual caves, which always generate near the middle of the ground depth, and additional caves generated near sea level, extra caves are also generated at lava level, although they only slow down the drop-off; both worlds had nearly the same percentage of air blocks in the uppermost layers (4 for TMCW and 2 for vanilla, divided by 0.8 and 0.4 respectively to get the equivalent for 5 layers); TMCW has about 12% more air blocks overall (59 / 52 is a 13.46% increase, but would result in very little increase in caves with the vanilla distribution; I also analyzed areas that were mostly land with no oceans, which otherwise causes an artificial reduction above y=40). Not shown are additional caves that generate above sea level in some biomes.
The distribution of ores also reflects this; compared to vanilla diamond and redstone are more common in the upper few layers of their range (cut off at 5 layers above lava, instead of generating up to 5 layers up) and gold generates up to y=27 (actually, 29 but cut off at y=27), four layers lower than vanilla (three higher than expected from the extra 7 layers); lapis is also not shifted down as much (hence the extra ore I added at the lower end so branch-mining isn't too disadvantaged). This results in a similar distribution of mined ores as vanilla, with more variance (a much more exteme example was what I did in my "triple height terrain" mod (sea level at y=191), which tripled the cave-explorable ranges/amounts of most ores, but still left over 100 layers of only iron and coal above the rare ore level, with diamond only found up to y=15, 10 layers above lava, but very commonly found when in that range).
Of course, if you aren't exploring every cave as I do you can take advantage of this, there is about a third more diamond and amethyst exposed than otherwise (the lowest 5 layers are about 9% of all air, compared to about 12% in vanilla, which cancels this out) and branch-mining has more layers above lava with the peak concentration (there was also a volcanic wasteland in the area I analyzed, giving about 1% of the peak concentration in extra ore above their usual ranges).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I've updated the mod with some new features, and other changes.
First, I added a new biome and type of tree - birch trees no longer have just one veriant; you can find Poplar Grove as a sub-biome in Birch Forest, as both very small (usually less than a chunk in size) patches and larger (as large as normal sub-biomes) areas; because of how I added this it doesn't change existing biome generation (as adding a whole new "normal" biome would). Poplar trees also generate in mixed forests (10% each of poplar, birch, spruce (x2 variants) and jungle, plus 50% oak; these percentages are slightly different from before):
There is also a 25% chance that a birch sapling will grow into a poplar tree, similar to how oak saplings can grow into big oaks (10% chance); in poplar grove biomes the chance is 100%.
(I got the idea for poplar trees from this suggestion)
As mentioned previously, I also added gravel beaches next to snowy biomes and volcanic wasteland; this also prevents palm trees from generating next to them (as suggested here, since palm trees are usually thought of as tropical).
I also removed a restriction I'd placed on structures near the origin, within a 512 block circular radius, which I'd done because I didn't want to have any structures near spawn, especially since I prefer spawning in a plains biome and a given biome has twice the chance of a structure (increased chance of structures to partly offset their biomes being less common).
As seen here, that can make a big difference; when I originally created this world there were no villages near spawn, now there are two:
That said, they aren't exactly that rare as this map (seed 969651922552746829) shows; I just randomly flew around a few thousand blocks, encountering 5 villages along the way; other structures only generate in one biome though, I've calculated that 1 in 4.375 biomes can contain villages and 1 in 13.125 temples/witch huts (this accounts for both the changes in biome frequency and structure frequency), compared to 1 in 3.5 and 1 in 7 for vanilla 1.6.4 (only considering "normal" biome areas, not snowy zones, which can have other biomes in them in my mod):
Also of note, here is the underground, which shows a couple "super-caves", one over 100 blocks wide (near the lower-left); these caves, along with the largest size of ravines, are still restricted from a 512 block radius from spawn; a volcanic wasteland biome can also be identified from the numerous lava lakes in the area near the top right (not as apparent on the surface map, as exposed stone/gravel is shown as the same color as grass):
Here's a couple screenshots I took of the cave mentioned above, at -3560, 972:
Also, I tweaked mineshaft generation so that the maximum "span" (distance from the center) depends on the number of "sections"), 80 and 8 by default, with a range of 64 to 110 (5-11 sections, span = sections * 10, min 64). Due to structure saving this doesn't affect existing worlds, within 8 chunks of already generated chunks, unless you delete Mineshaft.dat. This helps scale mineshaft size better; I've found mineshafts with anywhere from 20 to 374 structure pieces (barring the odd glitch where only the center room generates, possibly because the game can generate no corridors).
Here's what a mineshaft with 374 sections, triple the average size (50 mineshafts averaged 119 sections), looks like; it even connects to two other mineshafts despite the spacing I used to prevent overlap between mineshafts (though not like what you can get in vanilla, where I've found two mineshaft rooms next to each other; the minimum spacing is about 10 chunks on a diagonal, or 7 along one axis):
Note that I renamed many classes back to their vanilla names, which stopped MCP from thinking I'd modified classes that I hadn't; this shouldn't have any effect if updating an existing jar although to be safe I just started from a fresh copy, which only requires copying and renaming the 1.6.4 jar.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If I want to upgrade versions do I just copy the new files into the jar or do I have to start a new world?
You need a boat that can sail on lava with all these immense lava lakes.. Awesome screenshot.
...
Will you upgrade this mod to 1.7.10? and have the things of 1.8?
or will you stay on 1.6.4?
1.8 also doesn't like you modifying the world customization code, including the defaults, as I posted here; not sure why but it works without problems inside MCP but not when I try to add it to the jar.
In particular, I'd want to modify the way biomes are placed (no climate zones) and some other aspects of world generation; for example, this is how I generate ores:
(I suppose it would be possible to just hard-code the values in, bypassing the need to modify the customized world code, but that would break it. A customized preset could also be made but I'd still have to modify some code, such as how I altered river and beach generation to make them more consistently deep/flat)
Also, I have little incentive in updating to a version I wouldn't play on; I mean, try playing as I do when this happens (and if I reduce render distance to try to prevent it, not entirely successful in jungle biomes even with a render distance of 2, mob spawning is adversely affected, and while I made a fix for 1.7.10 it just forces the server to load chunks equivalent to a render distance of 10, thus would cause server lag in 1.8; a real fix won't occur until they rewrite the mob spawning code):
1.7 doesn't so much have lag as a strange issue with rendering that causes huge lag spikes always exactly every 10 frames, plus a lower level up/down variation in FPS, which is unaffected by any settings; oddly, it can sometimes go away if I let the game run unfocused for a few minutes. That said, in complex areas like jungles I also get this issue, which would certainly be far worse in some of my modded biomes; this is partially caused by relighting chunks, I'd rather have black patches, which usually fix themselves after a while (still not entirely fixed as of 1.8). In 1.6.4 I've seen something similar (if not the same root cause) due to large forest fires, especially around volcanic wasteland biomes, when they are right at the edge of loaded chunks (an issue with block updates next to unloaded chunks, the lag only occurs in specific areas), but the issue is much less severe.
This is also particularly an issue with world generation mods; as mentioned, there is a fix for this issue ("This worked wonders on my set up, which in 1.7.10 was virtually unplayable before") but it is only for Forge, and while I could probably decompile the mod and mod it into vanilla code they might not like that, especially given what they say about redistribution (of course, I've taken bug fixes posted to the bug tracker but those weren't copyrighted mods; many of these fixes have also since been implemented in vanilla, which does reduce what I've have to mod but other changes like world generation and gameplay mechanics (e.g. anvils, though I already made a simple mod for 1.8 that reverts the pre-1.8 mechanics) mean the opposite).
As for rewriting the mod for Forge, that is also out of the question; I'd have to learn many "advanced" modding techniques to modify vanilla, as suggested by this thread; unlike many mods, a lot of what I did was modifying existing vanilla behavior, not adding new blocks or items, which requires more extensive modding (assuming that an existing block renderer can be used adding a new block is very simple, slightly more complex for using metadata for multiple blocks per ID).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I made an improvement to snowy biomes; instead of only placing snow on surfaces exposed to the sky snow generates underneath trees as well, also freezing any water underneath, which avoids snow-free patches under trees (this only happens during world generation, not afterwards):
Also, I fixed a mineshaft generation bug that sometimes only generates the center room with no corridors, as in the example I mentioned here, this seems to happen perhaps 1-2 out of 100 times and is caused by the game being unable to place any corridors since their randomly chosen coordinates interest the bounding box of the center room; I simply added a loop that executes up to 5 passes over the code that places them, so it is very unlikely that every attempt will fail; normal mineshafts are not affected.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Wow, you are a good mod maker. You should make a new mod or resource pack that doesn't add CRAZY NEW TOOLS or CRAZY NEW DIMENSIONS, but a mod that subtly, or not, changes the environment to make a more aesthetically pleasing environment that just looks more pleasing to the eye Now, you can make CRAZY NEW MOBS and CRAZY NEW STRUCTURES of you want, but I think a overall just aesthetically pleasing environments mod would be a perfect touch.
I'm climbin in yo windows, blowin your house up!
What I mean is a new mod that touches pretty much every aspect of Minecraft and spices it up a little to make it better.
I'm climbin in yo windows, blowin your house up!
I noticed that maps in item frames caused a lot of lag, due to an inefficient rendering algorithim; I was able to nearly eliminate any performance impacts by reducing the rate at which maps in item frames update their image data, so that they only update 1/8 of their data every 8 frames, or 64 frames for a full update; the improvement in FPS was staggering - by a factor of over six times - as these screenshots show, taken without Optifine, which does not change any of the code involved with rendering item frames or maps (note that the second screenshot is in vanilla, which also shows how maps used to render; the world itself loaded without any issues despite mod biomes):
To do this I separately store the rendering data for every map, using a hash map to retrieve it based on the map number, in a similar manner to 1.7, which completely separated the map update code from the rendering code so maps in item frames should have (not tested) much less of a performance impact (1.7 can still benefit from another change I made, which was to precalculate all of the color values so they don't need to be calculated as the map data is being updated, this change also impacts hand-held maps, though the difference is unnoticeable). I also removed icons from maps in item frames since I noticed that itself had a significant impact on performance when there were dozens being rendered on top of each other; maps held by a player still display markers and update normally (I also fixed a bug with marker rendering).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
it's such a shame that you don't use forge with your mods, i'd love to use them in a huge mod pack, but sadly, jar mods make that nearly impossible
A lot of the changes I've done would be difficult to do in Forge, which does not let you easily modify vanilla code; in fact, Optifine is really just a jar mod that somehow gets Forge to load it, which is why many mods are incompatible with it (back when I used Forge for other mods I tried zipping up classes I modified and placing them in the mods folder; no dice; eventually I modified the Forge source (no longer possible in current versions, this was for 1.6.2) and added them to the jar and since I left in the code Forge added it was guaranteed to be compatible).
Otherwise, you have to learn how to manipulate bytecode and stuff to make modifications without replacing or overriding code, which, as described in this thread is for advanced modders; the only knowledge I have of bytecode is only enough to let me use Java Bytecode Editor to edit some things like the cave generation code where the values I want to change are easy to spot, and that isn't really even editing bytecode, just changing some hard-coded values.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Sorry for bumping this incredibly old thread, but is it possible to use this mod in MultiMC as a 'JAR' mod?
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.While this thread is old it is still entirely relevant as the mod is still active; it just hasn't been posted in recently (I did not update the mod for over a year and updated the OP a couple months ago).
I have no idea but presumably it would work if you took the contents of the "mod" subfolder and added it to its own zip (for version 4, which includes other files which are not part of the mod, or are to be added separately).
Version 4 update:
Most significantly, many new types of caves and cave systems have been added, going far beyond the larger caves and ravines added in earlier versions:
A chart of all of the variants of cave systems and caves that are in TMCWv4; large caves and ravines are unchanged from earlier versions:
A map of only special types of caves and cave systems:
The same map but with all caves and mineshafts included; the majority of caves are based on vanilla 1.6.4 generation. For scale, both of these are 2048x2048 blocks, or one level 4 map:
On average, you can expect to find the following per level 4 map:
There will also be an average of two strongholds (one every 8192 chunks; unlike 1.9 a truly infinite number of strongholds generate across the world, all of which can be located with Eyes of Ender; the minimum distance from the origin is 640 blocks, the same as before 1.9, while it is not guaranteed that there will be any within 1152 blocks, much less three. By design though it is impossible for them to be much further than 2048 blocks), 108 abandoned mineshafts (one every 152 chunks, about 2/3 the vanilla 1.6.4 frequency since they can't generate too close to special cave systems, the largest size of caves, or dense areas of normal caves; this is still about 1.5 times more common than since 1.7, and they are not rarer close to the origin, but within 512 blocks they are smaller), 400 dungeons (one every 41 chunks, about the same as vanilla 1.6.4, which is about 2.5 times more common than since 1.7), including 21.8 double dungeons (one every 750 chunks; these are 5% of dungeons in most areas except network cave regions, where the chance is 20%). Normal cave frequency is one size 1-39 cave system every 20 chunks, the same as vanilla 1.6.4 (excluded from around special cave systems); several parameters (width, curviness, chance of larger caves, caves deep down/above sea level) are varied over 16x16 chunk regions, with 25% of these regions being unaltered.
Here is a series of charts comparing the variation in cave density to vanilla 1.6.4 and 1.7 or later; notably, over a 16 chunk radius there is a 20:1 variation, quadruple that of 1.7 and ranging from just half as many caves to twice as many. The odd spikes seen in the first couple charts on the left are due to special cave systems; otherwise, you can see that TMCW closely tracks vanilla 1.6.4; TMCW has slightly more caves due to the ground being deeper and extra caves being added; I also counted the largest variants of caves as multiple caves depending on their width (a cave with twice the width has 4 times the volume):
In addition, dungeons are more varied, with mob-specific loot (e.g rotten flesh in zombie dungeons), a rare variant with 2 spawners, each spawning a different mob, and 2-3 chests and chiseled stone bricks in the floor, and dungeons with stone bricks (plain or a mixed of mossy and cracked) instead of cobblestone walls (the floor is always cobblestone and moss stone in normal dungeons):
A normal dungeon with stone brick walls, which can also be a mix of mossy and cracked:
Desert temples are also more varied, with a chance of either of two types of trap and/or spawners:
Fossils and igloos have been added, which are very similar to their vanilla counterparts (igloos have a generic zombie villager and do not have brewing stands since there are no zombie variants and brewing stands do not require fuel. They also generate in Winter Taiga and Winter Forest but not Ice Plains. As for fossils, they generate in all variants of swamp and desert with a 1/64 chance per chunk with the main difference being that coal ore can be found around, but not replacing, bone blocks and they do not generate if 5 or more corners are exposed, to prevent them from floating in giant caves).
New blocks have been added; Rail Block and Cobweb blocks, which respectively let you craft 9 rails or 4 cobwebs into blocks for storage, very helpful when clearing out a mineshaft and storing them; the convert them back into rails or cobwebs mine them (pickaxe or shears without Silk Touch; cobweb blocks are also destroyed by water). Cobweb blocks also have a unique "sticky" property; players and mobs can sink slightly into the sides of the block and will be slowed down in the same manner as cobwebs (silverfish are able to make their way through the "space" between two blocks).
(note that the ID is not the same since I added these blocks to an otherwise vanilla Minecraft installation so I could compactly carry rails when caving, and later, directly harvest cobwebs instead of crafting string into wool)
Packed ice now has its own block ID so it can act like an opaque block instead of retextured ice (before it was ice with a data value of 1).
Empty Monster Spawner blocks have been added; these can be obtained by mining spawners with Silk Touch and are decorative blocks, which can also serve as light sources if lit with flint and steel (light level 15 with flame/smoke particles).
Bone Blocks have been added, which function the same as the vanilla block and are used to make fossils.
Ruby Ore and Ruby Blocks, as well as Ruby (item), have been added; like a few other features I added these for fun (the game even has the texture for ruby as well as language definitions for ruby and ruby ore). Ruby ore only generates in the Rocky Mountains biome at a frequency similar to gold anywhere below sea level; veins are generated a bit differently from other ores (one center block with up to 4 additional blocks against an adjacent face). The only purpose of ruby is decoration; ruby blocks are similar in texture to the old (pre-1.6) lapis blocks but red. Any pickaxe can mine the ore, which drops 1-2 rubies (up to 8 with Fortune III):
More new biomes; Desert M, with Oasis; Rocky Mountains; Great Forest, and Meadow:
Rocky Mountains; large snow-capped mountains made up of stone and andesite with stone gradually transitioning to coarse dirt and grass at lower elevations, which are covered with spruce trees, including a new variant, and stone/andesite boulders (similar to Mega Taiga):
Great Forest; large spruce trees (the same ones in Rocky Mountains) and a variant of large oak whose leaf clusters are like small trees generate here, interspersed with small oaks; the predominate type of tree varies on a chunk-by-chunk basis so there is much more variation in tree cover, unlike the random generation in other biomes:
Meadow; a flat, plains-like biome with more flowers and occasional large oak trees, with patches of Meadow Forest in a similar manner to regular plains and forest. The large oaks are the same as the ones found in Great Forest, with another variant resembling several small trees stacked on top of each other generating in the forests. As with other types of trees, they can be grown from their respective saplings within their corresponding biomes:
(this is from a Superflat world but the biome doesn't look any different)
Here are renderings of a couple worlds (click to view full size):
This is the seed "TMCWv4", which I played on, and extends to about x +/- 1600:
Villages generate with different blocks based on the biome they start in, and can generate in more biomes; their frequency was slightly reduced because of this (for a given amount of spawn biomes they are still more common than in vanilla; this is also true for other structures, with jungle temples up to twice as common for a given amount of jungle, but rarer overall):
A Savanna village; jungle wood replaces oak wood and cobblestone:
An Ice Plains village; Nether quartz-based blocks replace most blocks:
A Meadow village; spruce wood replaces oak wood; logs have bark on all sides; while cracked stone brick replaces paths and stone brick replaces cobblestone:
Also, you may notice above that the double stone slab in blacksmiths was replaced with an anvil, which is usually very damaged but can also be slightly damaged or even undamaged.
Witch huts can also generate in Tropical Swamp and desert temples generate in all variants of desert (similar to villages their frequencies were adjusted for the frequencies of their biomes).
Biome and landmass generation has been altered; oceans are much less extensive than they are in vanilla 1.6.4, but are still much larger than in 1.7, with landmasses of varying sizes added to oceans, replacing the numerous small islands that generated in earlier versions (these islands still exist but are much rarer; as before they are Mushroom Islands with their biomes replaced with other biomes), as seen in these AMIDST maps (individual biomes are not shown because they cause AMIDST to glitch out and crash; each map is about 25,000 blocks across):
The Ice Plains and Desert areas shown on these maps correspond to snowy and hot climate zones respectively; unlike the climate zones in 1.7 they only make their respective biomes more common and exclude a few biomes of the opposite extreme, while allowing most other biomes to generate so they are much more varied and harder to tell apart in-game.There is also some separation between climate zones but it is still common to see hot and cold/snowy biomes next to each other since there is no exclusion from the edges of normal climate zones, which contain nearly all biomes.
A 1.9-like "cooldown" feature has been added; if a mob is struck during its damage immunity period the damage dealt by subsequent attacks will be reduced, from 100% at 1 second or more since the last attack down to 0% at half a second; hitting the mob again within 1 second will increase the penalty time (max of 1 second). Regardless of this, spam-clicking is still deleterious to your weapons because every single hit will cause them to lose durability, regardless of whether damage was actually inflicted (this was seen to be a bug and was fixed in 1.7; the fix is very simple but i think it is a good deterrent).
Armor has been modified again; each armor point now reduces damage by 3.33% for players and 4% for mobs, with zombies able to have up to 22 armor points. Diamond armor has 18 armor points, amethyst has 20, and all other armor is the same as vanilla; this means that diamond now offers the same amount of protection as iron in vanilla (60%) and amethyst is slightly lower than before (66.6% vs 70%; previously tiers below diamond had more points to offset the decrease in protection).
Protection enchantments also now reduce damage by a fixed amount; full Protection IV is 60% additional damage reduction (vs 40-80% in vanilla 1.6.4, and a fixed 64% in 1.9+). Feather Falling (etc) caps out at 75% (vs 52-80% in vanilla 1.6.4 and 80% in 1.9+).
Most weapons and tools deal 1 less damage than before, with amethyst replacing diamond (+7 attack damage, 8 total for a sword, while diamond is now +6 and wood is +3), and also mine slightly slower, again, with amethyst remaining the same.
Axes penetrate armor; up to 80% of armor points can be penetrated at the rate of one armor point per 2 points of damage when wielded by zombies and one point every 4 points for players, which makes zombies with axes more dangerous but does not make them too effective when players use them; maximum penetration is also reduced to 60%. This is still enough that an amethyst axe with Sharpness V requires only 6 hits to kill a zombie in amethyst armor, compared to 12 with a Sharpness V amethyst sword.
Amethyst items can now be enchanted on the table and have an enchantability of 15, higher than iron or diamond (previously I set it to 0, disabling enchanting, due to its rarity and wastefulness of random enchantments, but this meant that mobs could never spawn with enchanted amethyst items).
Added Mending enchantment, which must be applied to an item if you want to be able to keep repairing it since renaming no longer keeps the prior work penalty from increasing; unlike the 1.9 enchantment you must repair items in the anvil. the enchantment adds 8 levels to the cost of an item; however, I removed the additional charge for the number of enchantments when an item is repaired (but not when adding enchantments); the net effect is that non-Mending items cost less while Mending items cost about the same as vanilla 1.6.4 repairing. Mending can only be found in naturally generated chests or as a villager trade; there are no special restrictions (e.g. higher cost) but enchanted books are a rare offer since unlike 1.8+ every time you trade their final offer there is just a 1.75% chance of choosing a single enchanted book trade (from testing you may have to spend upwards of 2,000 emeralds across dozens of villagers before you unlock it).
Hoes can be enchanted with Fortune and are required if you want it to work on crops; crops can still be harvested without hoes but Fortune will not work. Note that they lose durability when breaking any block, preventing infinite Fortune exploits; likewise, shears also lose durability so Silk Touch can't be exploited.
Creepers no longer stop moving when they are about to explode and their damage has been tweaked so they deal less damage point-blank but relatively more damage at a distance, and more damage than they would deal in vanilla if one walks up to (into) you. Their countdown radius was also decreased from 7 to 5 blocks but due to their movement it can be more difficult to run away from them before they explode.
Diamond is now renewable, as Giants will drop a diamond if killed with Looting (level * 33% chance), making amethyst the only armor/tool material that is not directly renewable (excluding mob drops). Due to their rarity and size making a mob farm to farm Giants likely won't be very effective, plus I do not consider such farms as a reason to/not to add something like this.
Mob spawning has been altered; mobs now despawn when more than 96 blocks away from the player (instead of 128 blocks) and in a cylinder instead of sphere (the 32 block despawn radius is the same). The effect of this is to make mobs more concentrated around the player without increasing the mob cap (it was actually decreased, but not enough to offset the decrease in space); you can also no longer build a mob farm 128+ blocks above the ground and have it work well without lighting up all caves, though the distance is less (a 128 block radius has 1.78 times the area of 96 blocks).
Several bugs have been fixed, both from earlier versions and vanilla bugs, such as what happens when the seed "107038380838084" is used, which now creates a normal world; I also modified the way the chunk seed is calculated so the "mirrored caves" bug mentioned no longer occurs in any form. The game also should never crash with an ArrayIndexOutOfBoundsException when accessing a biome ID, which was caused by the client and server threads accessing the biome generator at the same time and causing it to output invalid values (this has always been an issue but became very common, mainly when loading an existing world, after I made a change to the biome and/or MapGenScatteredFeature, probably due to a timing change).
And many more changes...
In addition, I included several additions in the download; one lets you use AMIDST (note - an older version must be used, such as 3.6, which I used; the latest versions also completely refuse to load modded profiles) to view land/ocean and climate zones (individual biomes are not shown because unknown biomes cause AMIDST to glitch out and crash); another lets Minutor show the correct biomes and blocks; there is a modified class that lets you create a Superflat-like world with only caves and structures (I used this when testing to quickly generate large amounts of terrain with Minecraft Land Generator); and there is a utility that shows the locations of various types of caves and cave systems as well as mineshafts and strongholds. There's also a pre-modified json file so you don't need to edit it yourself (due to how difficult it has become to get the launcher to accept modded versions; if I could I'd use an automated installer).
(this used to be in the OP but it got too large(!) so the descriptions for all previous updates have been moved to separate comments which originally described features added by that update)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
AMIDST crashed with a java.lang.arrayindexoutofboundsexception.
Fix?
Never mind I fixed it.
How did you fix it? AMIDST is not compatible with any mod that alters biome generation, at least not if it adds new biomes. You can however use specially modified files I provided with the mod to only view landmasses and climate zones (the spawn point and all structures will not be accurate):
Plains corresponds to "normal" climate zones, desert with "hot", ice plains with "cold", and small islands with forest are small islands which can have almost any biome. Mushroom islands are the same as in-game.
Note that to install this you only need to rename a vanilla 1.6.4 jar and json (including the ID) and add the classes and delete META-INF without actually playing the profile. Also, I tested the latest version of AMIDST (4.2) and it worked correctly (supposedly, it refuses to load modded versions but that only appears to be for Forge and Optifine profiles; the latter has also never given me an issue when installed into the jar manually, and it must be the way it and Forge install themselves with their installers).
Also, for comparison this is the same seed shown above in vanilla 1.6.4; the main difference is that there are many smaller landmasses added to oceans, but not to the extent in 1.7+:
ETA: I decided the check out the seed in-game to see if it had anything notable, since there is no real list of seeds for the mod:
Less than 20 blocks to the south of spawn is a relatively large cave opening, 20 blocks across (the widest a cave can get close to the origin), which leads to a ravine and mineshaft:
To the north of spawn is a Rocky Mountains biome which peaks out at y=160:
Just to the east of that is a Mega Spruce Taiga, with a large Ice plains to the east of spawn:
Further to the east of that is a TMCW Mega Taiga, my own version of Mega Taiga from before I added the vanilla 1.7 versions:
Further on is a regular Mega Taiga:
The Ice Plains contains two villages, around 970, 300 and 1240, -240; the former is next to an Ice Hills while two ice Plains Spikes are near the latter:
The blacksmith chest's contents; you can rarely find more valuable things including diamond armor and tools:
A third village can be found around 1250, 150, with a Mega Mixed Forest to the east:
Also, to the southeast of spawn is a Winter Forest Mountains that reaches y=145:
Also, here are surface and underground maps of the area I explored:
Most notable is the area near the right, which is a giant cave region:
Here is a list of various other things within 1280 blocks of the origin (including the whole area I covered):
Surprisingly enough, there is not a colossal cave system around 770, 440, where these is a very large and dense cave system which I thought was one until I ran this. In fact, when combined with two other dense cave systems very close by it is actually larger (even larger cave systems can rarely form in vanilla 1.6.4; colossal cave systems are similar to a cave system I found in my first world, and cave systems that dense and large are rare enough that you may otherwise not find any within thousands of blocks in a given seed).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Couple of questions for this mod:
Is there any triple dungeons in this mod?
Can you add locations for dungeons?
What is exactly a maze cave cluster and how many chunks for one?
And can you load a world from 1.8 into your mod? Like a customized world with dungeon count increased to 100?
For #1, only if multiple dungeons generate connected to each other, which is about as rare as it is in vanilla; I only found one "real" double dungeon out of a total of 191 normal dungeons; all of the 11 "double dungeons" that I found were separate. this suggests that there is about a 1% chance of two dungeons generating connected to each other. I also did find an odd dungeon with 3 chests (a normal dungeon) suggesting that two dungeons generate don top of each other, which would still be only 2%.
For #2, see this reply for AMIDST - it is impractical to make a tool that will show the locations of dungeons because of the way they are generated; this requires actually generating most of the world:
For #3, a maze cave cluster is a single maze cave and is basically a smaller version of a maze cave system (unlike other cave clusters, which have 3-6 of their respective type of cave the name is a bit of a misnomer since there is only one cave due to their size); here is a chart of the four main types of special cave systems and their corresponding cave clusters, which randomly generate in areas where no other caves are present at the rate of about one every 480 chunks (one of each type every 1920 chunks, so they are not very common, I only found one maze cave cluster in my recent world, out of a total of 11 of all types):
I do not show the locations of these in the CaveFinder app since I don't consider them to be significant; CaveFInder will locate special cave systems, which are basically larger versions of cave clusters.
For #4, loading a 1.8 world into an older version, modded or otherwise, will have very serious consequences, mainly because 1.8 changed the way item IDs are saved; the only 1.7+ blocks or items that are backwards-compatible with the mod are the 1.8 stone types, podzol, coarse dirt, and packed ice and only when in their block form (placed in the world). Others may turn into different blocks because the IDs do not match (for example, I use ID 180 for bone blocks, while that ID is used for red sandstone stairs in 1.8 and the ID for bone blocks in 1.10 (216) does not correspond to anything in TMCW so they will disappear):
http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/2201993-so-what-happens-if-you-create-something-in-1-8-and
http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2172253-disastrous-single-player-flaw-in-1-8-has-this
Also, I don't know if you realize this yet but based on a map you posted of a world you made you are still using an older version of the mod, including the CaveFinder app, which did not show the locations of everything when I first released it, and otherwise there are some differences in world generation due to adding code that ensures that the rarest types of caves generate reasonably close to the origin (this mainly only affected the locations of colossal cave systems and giant cave regions but shifted the locations of some other things). I also added a few additional features which are not mentioned in the OP, and some minor tweaks/bug fixes:
Giant mushrooms spawn in giant cave regions, within one of four 2x2 chunk regions within a 4x4 chunk grid and up to 2 per chunk; they also came in two more variants (both types come in red and brown. This does not apply to Mushroom Island or player-grown mushrooms since I added separate code to generate them in GCRs).
If a mob spawner spawns too many mobs (about 50 when most consecutive spawn attempts succeed) within a short time mobs spawned will no longer drop anything (excluding items they picked up) until a certain amount of time has passed, taking longer to fully reset (up to 50000 ticks or 2500 seconds; if the player is outside of the activation range and the counter is below the activation threshold the time is 1/4 as long. During this period mobs will still occasionally have drops, once every maxSpawnDelay * 2 ticks, or 600 ticks/30 seconds for zombie spawners).
Mob spawners will continue counting down to the next spawn cycle when the player is more than 16 blocks away; if you move away from a spawner and come back by then it will spawn mobs within 1 second like a freshly generated spawner (delay is initialized to 20 and decremented until then when far away).
Efficiency acts like Sharpness when a mob wields a tool, increasing attack damage by 1.25 per level, so zombies that spawn with enchanted tools can deal more damage (this has no effect on player damage). This also stacks with Sharpness, so a zombie with an amethyst axe with Efficiency V and Sharpness V (note - this is only possible if they pick up a player-created item) will deal 22.5 damage on Normal difficulty (3 + 7 + 1 + 1.25 * 10. Note that 1 damage is added to a weapon when a mob holds it to offset the reduction in damage for diamond and lesser tiers; an amethyst axe adds 6 damage to a player and 7 to a mob).
(the last update I made to the mod was in late May, the download was updated more recently to include information about a bug with the new launcher not downloading assets/sounds properly)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
1. The village variations look quite Ugly and out of place
2. Mixed forest should really only have oak and spruce, as putting jungle and spruce together seems really odd. Sorta like a boreal forest, which you can see a lot of in Nova Scotia.
I don't have enough time to read it all (I just wanna download it already!) but no hate, this sounds really cool but you seem to have made a few weird moves in the world generation.
You are now my favourite modder.
Just a random kid with a cool username (not the asme on mc) chatting about outdated minecraft content. In case you need them, my PC specs can be found in my novabench results below.
And my Sprite Gallery:
bullet_bill.gif
If you get the chance to, when are you gonna update the mod to version 5?
I have not spent much time working on an update since I'm still playing on my first world but I have added the following features, along with more bugfixes:
Cave variation has been increased further; "cave clusters" and most types of special cave systems are now twice as common (e.g. 1/4096 chunks to 1/2048 for vertical cave systems) and are no longer restricted from near the origin, which only applies to the largest variants of caves and ravines, colossal cave systems, and regional caves.
Increased size variation of mineshafts (initial distribution is linear instead of triangular; smallest and largest sizes are still less common).
Tweaked biome generation (land and ocean); seeds no longer resemble vanilla but AMIDST can be used to map out seeds (only land/ocean and climate zones) using the "AMIDST" files.
Birch, jungle, and spruce logs now use the 1.7+ end textures; Meadow villages now use normal logs instead of all-bark (the original reason for making them all-bark was so they would look much different from oak; this also means that they no longer have unobtainable blocks (they can't even be placed by the player since the placement code overrides their data value).
Beaches generate alongside several biomes that have "edge" biomes, including Extreme Hills (gravel beach), full-size Ice Plains Spikes (gravel beach + double width of Ice Plains), full-size Ice Hills (border of Ice Plains Spikes + Ice Plains, except for gravel beach next to ocean), while not displacing them, as multiple passes are used to add them (in 1.7+ EH Edge is no longer present since the vanilla code can only add one edge biome, which was replaced with Stone Beach).
Explosion damage to items uses the vanilla damage calculation instead of the modified calculation for creeper explosions so they are not always destroyed regardless of distance (minimum damage for modified creeper explosions is 6 while items have 5 health).
Added two new enchantments: Smelting and Vein Miner. Smelting makes iron and gold ore drop ingots instead of themselves, as well as 1-3 or 2-6 XP respectively (based on their abundance and XP drops of other ores when mined; e.g coal is 0-2 and diamond is 3-7. For comparison, smelting coal gives 0.1, iron 0.7, gold 1, and diamond 1). Smelting is compatible with Fortune, averaging 2.2 drops per ore with Fortune III (same as most other ores), while it is incompatible with Silk Touch (which will override it if you hack both of them on a tool) and can only be applied to iron, diamond, or amethyst pickaxes (iron is required to mine gold and it would be completely useless on wood). Vein Miner enables you to mine more than one block at a time (effective on all ores; all blocks must be of the same type as the block mined), with level 1 mining up to six blocks (center block plus up to 5 blocks adjacent to the sides; all 6 sides are checked but one must be removed to expose the center block) and level 2 up to 18 blocks (a 3x3 cube minus the corners and one block from the center of one side; blocks are only mined if they are adjacent to a block which was mined by the first level). It is compatible with both Fortune and Silk Touch and can only be put on a pickaxe since all the blocks it is effective on require one. Both of these enchantments can only be found in naturally generated chests, making them true "treasure" enchantments (as opposed to the vanilla ones, which are only unobtainable from the table), and are mutually exclusive (can't have it too easy; Vein Miner also adds 0.005 exhaustion per block broken after the first block, which adds 0.025 as normal, but does not cost extra durability).
Increased variation of underground dirt, gravel, stones, and biome-specific blocks; the number of veins of each varies between 50%, 100%, 200% of normal while size varies inversely (based on actual vein size, which is not a linear function of the "size" parameter), for about the same amount of each in a given 8x8 chunk region (regions are square with a 0-1 chunk offset around the edges to make them less abrupt).
Giants now use the new mob AI and as a result will now pathfind around obstacles, with a followRange of 32 blocks (instead of 16). They also move slightly faster, jump higher, take fall damage after 6 blocks (instead of 3) with half the fall damage per block afterwards, and are more willing to take drops.
Added a penalty for spam-clicking a non-entity (air or a block) which is much more similar to 1.9's attack cooldown; reduces damage dealt by weapons (sword, axe, pickaxe, shovel) regardless of whether you hit a mob before by up to 50% with the penalty lasting for up to 10 seconds. Damage is reduced from 100% to 50% for a penalty duration of 0-6 seconds and penalty increases if you click more than twice per second, activating after 2-3 clicks. This does not affect the previously added per-mob cooldown, which only affects subsequent hits, but 10% of the cooldown timer value is added to the penalty timer if it is not at its minimum. The per-mob cooldown was also decreased from 1 second to 0.75 seconds (compare to 0.625 seconds for swords in 1.9).
Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
Eyes of Ender now always lead to the start of a stronghold, not the portal room, to make finding the portal more challenging (in vanilla they lead straight to the portal room if the chunks it is in were just generated; after reloading the world they lead to the start, which is a spiral staircase).
In a similar manner to tools and armor two enchanted books can be crafted together to remove their enchantments, giving you one normal book back.
Giant mushrooms generate in 2.5% of 2x2 chunk regions outside of giant cave regions and 25% within (the latter was added in TMCWv4; unlike vanilla both colors generate in both variants for a total of 4 types. This is planned to be added to player-grown mushrooms as well).
Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn (a new tag was added so how a mob was spawned can be saved; this is also used so cave spider jockeys only spawn naturally, not from spawners; their chance was increased from 1/33 to 1/25).
There is a rare chance (3.226% of slimes or 1/10 as common as each smaller size, which have equal chances) of a size 8 slime "mini-boss" spawning in swamps, which has double the aggro range (32 blocks), 64 health, deals 8 damage (on Normal difficulty), can jump over obstacles 4 blocks high, fall up to 8 blocks with no fall damage, and drops 8 XP and splits into 2-4 large slimes when killed (up to 85 slimes and 120 XP total).
Endermen do not despawn if they are holding a block, with an increased (decreased) chance of placing (picking up) blocks when more than 64 blocks away from a player (horizontally only) to reduce buildup in unloaded chunks.
These are just some of that I've added or plan to add. Once I finish exploring the current map I'm on I may take a break from my first world, but that may still be a while, but probably less than the nearly 2 years that passed between versions 3 and 4 (version 4 was released early this year with the last update in July; version 3 was released in April 2015 and last updated in September 2015; any updates I make to a version after the first release are just bugfixes and minor additions).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?