Is this mod still being worked on? because i got some suggestions that i believe would keep vanilla minecraft atmosphere but make it better.
Is it posible to run a server with this?
Rollback Post to RevisionRollBack
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
Is this mod still being worked on? because i got some suggestions that i believe would keep vanilla minecraft atmosphere but make it better.
Is it posible to run a server with this?
As mentioned in my last post I've been working on a new version, although I have not been spending much time on it (per day), but have added quite a few additional features, including some that will be in 1.13, such as craftable bark logs (these have previously been used in trees) as well as the full smooth double slab variants (these behave like full blocks, not double slabs) and even petrified oak slabs (the old wooden stone slabs), as well as dozens of other features, including a new type of tool, hammers, which can be used to "uncraft" many blocks (for example, mining a furnace will drop 2-4 cobblestone; sand and gravel are also now renewable through cobblestone -> gravel -> sand):
Removed ambient lighting in the Overworld so dark caves are pitch black (provided your monitor is reasonably calibrated as it is not actually totally black, RGB(0,0,0)); the brightness (more properly gamma) setting otherwise works the same as in vanilla. Trying to edit options.txt to set gamma outside the range of 0-1 also no longer works; it will be clamped to this range (there is no reason to set it higher since there are Night Vision potions).
Monster eggs now take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools.
Added hammers, which are a new tool which lets you "uncraft" many types of blocks; for example, mining sandstone with a hammer will drop sand, iron blocks drop iron ingots, furnaces drop cobblestone, and so on. Here is a complete list of blocks hammers are effective against; they are able to mine wood, stone, metal, and a few other blocks faster (notably, glass-based blocks (glass, glowstone, beacons), which otherwise do not have any tools that can mine them faster):
Block Drop(s) (1-2-3) = with Fortune
Polished Granite 1 Granite
Polished Diorite 1 Diorite
Polished Andesite 1 Andesite
Cobblestone 1 Gravel
Planks 4 Sticks
Gravel 1 Sand
Wood 4 Planks
Lapis Block 9 Lapis
Dispenser 2-4 Cobblestone (up to 5-6-7)
Dropper 2-4 Cobblestone (up to 5-6-7)
Sandstone 1 Sand (up to 2-3-4)
Gold Block 9 Gold Ingots
Iron Block 9 Iron Ingots
Smooth Stone 2 Stone Slabs
Full Smooth Sandstone 2 Sandstone Slabs
Brick Block 4 Bricks (higher chance of 4)
Bookshelf 3 Books + 2-3 Oak Planks (up to 4-5-6)
Wood Stairs 1 Planks
Wood Chests 2-4 Oak Planks (up to 6-8-8)
Diamond Block 9 Diamonds
Crafting Table 2 Oak Planks (up to 3,4,4)
Furnace 2-4 Cobblestone (up to 6-8-8)
Sign 1 Oak Planks (up to 2 with a higher chance of 2)
Wooden Door 2-3 Oak Planks (up to 4-5-6)
Iron Door 2-3 Iron Ingots (up to 4-5-6)
Ladder 2 Sticks
Cobblestone Stairs 1 Cobblestone
Stone Pressure Plate 1 Cobblestone
Wood Pressure Plate 1 Oak Wood
Jukebox 1 Diamond + 2-4 Oak Planks (up to 6-8-8)
Fence 1-2 Sticks (up to 2 with a higher chance of 2)
Trapdoor 1-2 Oak Planks (up to 3 with a higher chance of 3)
(Mossy)Stone Bricks 1 (Mossy)Cobblestone
Mushroom Blocks 1 Mushroom Pores Block
Fence gate 2-4 Sticks (up to 5-6-7)
Brick Stairs 2-4 Bricks (higher chance of 4)
Nether Brick Block 2-4 Nether Bricks (higher chance of 4)
Nether Brick Stairs 2-4 Nether Bricks (higher chance of 4)
Nether Brick Fence 2-4 Nether Bricks (higher chance of 4)
Enchantment Table 1-2 Obsidian (up to 3-4-4)
Cauldron 3-4 Iron Ingots (up to 5-6-7)
Redstone Lamp 2-4 Glowstone Dust (higher chance of 4)
Sandstone Stairs 1 Sand (up to 2-3-4)
Emerald Block 9 Emeralds
(Mossy)Cobblestone Wall 1 (Mossy)Cobblestone
Anvil 12-21 Iron Ingots (up to 24-27-30)
Slightly Damaged Anvil 8-14 Iron Ingots (up to 16-18-20)
Very Damaged Anvil 4-7 Iron Ingots (up to 8-9-10)
Gold Pressure Plate 1 Gold Ingot
Iron Pressure Plate 1 Iron Ingot
Redstone Block 9 Redstone Dust
Hopper 2-3 Iron Ingots (up to 4-5-5)
Quartz Block 4 Nether Quartz
Quartz Stairs 2-4 Nether Quartz (higher chance of 4)
Coal Block 9 Coal
Amethyst Block 9 Amethyst
Bone Block 9 Bonemeal
Ruby Block 9 Rubies
Quartz Sandstone 1 Quartz Sand (up to 2-3-4)
Quartz Sandstone Stairs 1 Quartz Sand (up to 2-3-4)
Note: Doors currently only work if the lower half is mined since mining the top half always drops a door item even though hammers override the normal drop code. Chests and other containers also drop their contents.
Hammers also have half the base mining speed as other tools and Efficiency is not as effective (an Efficiency V hammer is about half as fast as other tools), and they can only get Efficiency, Fortune, Unbreaking, and Mending (Silk Touch would negate their function), and deal the same amount of damage as pickaxes.
Zombies can naturally spawn with hammers, in addition to swords, axes, pickaxes, and shovels (20% chance of each and an 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst; average attack damage for all weapons is +4.64, compared to +4 in vanilla; note that when a mob holds a weapon it automatically adds +1 damage to offset a -1 reduction in damage).
Diamond and amethyst armor are stronger when worn by mobs; on a player diamond adds up to 18 points but when worn by a mob it adds up to 20 (same as vanilla) while amethyst adds up to 22 instead of 20 (in either case it is capped at 22 for zombies, and as before it also reduces damage by 4% per point for non-player mobs and 3.3% for players).
Added double tall plants (tall grass, ferns, rose bushes, sunflowers, peonies, lilacs, blue orchids; aside from sunflowers and blue orchids these are the same as the 1.7+ blocks; sunflowers render the flower differently (the face is visible from all sides) since 1.7+ uses a special rendering method for them and this would require breaking Optifine compatibility to implement). Large ferns generate in Jungle, Tropical Swamp, Great Forest, and Mega Taigas while double tallgrass generates in Jungle, Great Forest, Meadow, Savanna, Mega Taiga, and Tropical Swamp, with double tall grass generating within 50% of 3x3 chunk regions in other non-snowy biomes with grass. Large flowers randomly generate within 50% of 3x3 chunk regions in all biomes which have new flowers, excluding snowy biomes, which only have dandelions and roses, and Meadow, which has sunflowers generating anywhere, and Swampland, which only has blue orchids, including a double tall variant, and can be bonemealed to drop themselves in addition to generating when bonemeal is used on grass blocks (10% of grass or flowers); grass and ferns require shears in order to harvest the block itself (otherwise they drop seeds).
Desert temples can generate between y=63-68 instead of only at y=64 (64 is one block too high when at sea level while allowing them to go much higher than 68 looks a bit odd when they are on a steep hillside).
All-bark logs are now craftable; 4 normal logs give you 4 bark logs (instead of 3 like 1.13 does so there is no loss) and Silk Touch is needed to harvest them (they naturally generate in trees, even unbranched trees (topmost block so the inside of the log is not visible on Fancy graphics), so it would be a bit of pain if they dropped themselves). They can also be directly crafted into planks.
Added quartz sand, which is crafted with 2 sand and 2 quartz in a 2x2 pattern; this is not actually a new block and replaces the "quartz path" block added later on in TMCWv4. Aside from being a differently colored variant of sand snow will not accumulate on quartz sand (it was originally added so paths in Ice Plains villages would remain snow-free).
Added quartz sandstone (normal, chiseled, smooth, full smooth; the chiseled texture uses the texture red sandstone uses in 1.8 and full smooth uses the top texture on all sides), reinforced quartz sandstone, which is a variant of obsidian which takes much longer to mine, and quartz sandstone stairs, which give you 6 stairs when crafted instead of 4. Slabs were not added since they are not generated naturally; chiseled quartz sandstone is crafted with 2 regular quartz sandstone arranged vertically and full smooth quartz sandstone is crafted with 2x2 smooth quartz sandstone (only normal sandstone can be crafted into smooth sandstone since otherwise their recipes would conflict). Reinforced quartz sandstone only generates naturally and drops full smooth quartz sandstone when mined.
Added quartz desert biome which uses quartz sand/sandstone instead of regular sand and has a new structure, Quartz Desert Pyramids, which consist of a large main pyramid and two smaller pyramids; the main pyramid contains three floors inside, two of which are mazes, with 16 different mazes for each floor (256 combinations), and the third floor contains a double chest with the same loot as desert temples. The walls of the mazes are made up of reinforced quartz sandstone, which takes 42.5 seconds to mine with an unenchanted amethyst pickaxe, 10 with Efficiency V, which is used to discourage players from mining their way through them, along with several hidden mob spawners spawning zombies and skeletons (located under walls, so lighting up the maze is the best way to disable them).
Jungle and Tropical Swamp use quartz sand underwater and have quartz sand beaches.
Underground biomes are 10 blocks deeper, extending down to around y=32 (within this layer stone, dirt, and gravel are replaced with biome-specific blocks).
Tools with Mending mine slower just before they break so you don't have to check their durability to know that they need to be repaired (this is only really useful for diamond and lower tiers as amethyst can only be repaired with units so you are better off not waiting until they are about to break).
Smooth double stone and sandstone slabs (named as Smooth Stone and Full Smooth Sandstone) can be crafted using 2x2 of their respective half slabs, giving you two of their full blocks. They also drop themselves when mined, thus act like normal blocks and not double slabs, though hammers can convert them back into half slabs.
Petrified Oak Wood Slabs (the old wood slabs) can be crafted with a stone slab sandwiched between 2 oak wood slabs on top of each other, giving you 2 petrified slabs, which look like wood but are mined with a pickaxe and do not burn.
Water and/or lava springs can now generate within biome-specific blocks (e.g. sandstone in deserts) below sea level; Ice Hills and Ice Plains Spikes only have water springs. Oceans and swamps also have more water springs and water lakes below sea level.
More sub-biomes have been added to improve biome generation, such as Volcano and Volcanic Peak in Volcanic Wasteland and biome-specific rivers for Ice Hills and Ice Plains Spikes; a total of 104 biome IDs are now used (plus 2 virtual biome IDs for "full size" Ice Hills and Ice Plains Spikes biomes, which are not actually separate biomes from their sub-biome counterparts but are handled differently).
Boats no longer break if they crash into squid, lilypads, or other boats and otherwise drop themselves instead of planks and sticks (they are also more durable than they are in vanilla, a change previously made to match a change in a 1.8 snapshot).
All plants grow instantly and/or to their full growth stage when bonemealed by a player in Creative mode (trees and mushrooms may not grow if there isn't enough space for all sizes). This was mainly added to make testing easier (larger trees in particular have a high failure rate to reduce their growth rate).
Added mossy, cracked, and chiseled stone brick monster eggs as well as granite, diorite, and andesite variants, which can naturally generate in their respective blocks; silverfish also cannot hide in polished stone variants since there are no equivalent monster eggs (before they would convert any variant into regular stone).
Rubies can now be used in the anvil to reduce the prior work penalty by 5 levels per ruby; each ruby costs up to 5 levels in addition to the prior work penalty and enchantment costs; for example, an unenchanted item with 8 PWP will cost 13 (8 + 5) levels for one ruby and 16 (8 + 5 + 3) for two, or 13 (8 + 5) and 6 (3 + 3) when used separately.
Added many more colors to maps and the ability to assign colors based on metadata so they can more accurately represent blocks.
Added magma blocks to Volcanic Wasteland; they are similar to the 1.10+ blocks except any water on top of them bubbles and emits steam in addition to evaporating (only 1 block deep water steams and evaporates), ice in contact with them melts, and snow cannot accumulate on them; they can be found as patches on the surface and veins similar to ores underground, as well as lakes similar to water/lava lakes.
Changed snowy grass, mycelium, and podzol (which previously didn't have a snowy texture at all) side textures to match their corresponding blocks and the dirt part of all side textures to match dirt.
Dying no longer resets the score displayed in the inventory screen, which now represents the total XP accumulated over the lifetime of the world; the death screen still displays the XP accumulated since your last death (note that XP dropped on death will double count towards the total, as well as the XP gained during the current session).
Witches generated in witch huts no longer despawn, and there are two witches instead of one, and they wear chain armor (not visible) for the equivalent of 50 health, about twice that of normal witches.
The center rooms and staircases in mineshafts now generate wood planks over air in much the same manner as corridors and intersections, and the type of wood for planks and fences is based on the predominant biome within a 5x5 chunk area centered around the mineshaft, generally matching the type of trees present.
Added spruce, birch, and jungle wood fences, which have the same crafting recipe as 1.8+ except you get 4 fences instead of 3, or slightly less than one fence per plank block. The bug where a player tries to "punch" a fence when right-clicking on them was also fixed (this bug was due to the addition of a right-click action for fences so leads could be tied to them but they did not specifically check for one in the player's hand). Villages also use different types of wood for fences; Plains = oak, Savanna = jungle, Meadow = spruce, Ice Plains and Desert = birch.
The durability bar now renders brighter, like in 1.11.
Boulders made out of full smooth sandstone (sand beaches) and cobblestone (gravel beaches) occasionally generate on beaches and on the seafloor nearby; boulders on land generate in 25% of 4x4 chunk regions much as palm trees do, but not in the same chunks.
Optimized lighting; when tested with a 2 repeater clock and redstone lamps the time spent on lighting calculations dropped by 75%, while the time taken to generate a Superflat world set to Mega Forest was halved. While lighting glitches were not fixed the code that checks for and corrects them runs 8 times faster (3.2 vs 25.6 seconds to check all blocks within a chunk; this code was also optimized (vanilla had a lot of redundant block checks) so this does not offset the faster lighting calculations), making them less apparent unless you are quickly moving.
Added variants of rail blocks for all types of rails (normal, activator, detector, powered); texture was also changed to include separate end and side textures (side textures are all the same while end texture matches the top and bottom textures) and block model is sized to the width of rails so they look like a stack of rails (before the same texture was used on all sides and they were full cubes). They can also be placed in two orientations depending on the direction you are facing, north-south or east-west.
Changed window title to "Minecraft 1.6.4 - TheMasterCaver's World (version #)" so it is easy to tell if the mod has been installed properly and the correct version is being used (as otherwise there is no indication that anything is different from vanilla 1.6.4 until you open a world).
If a medium or large slime dies in lava it will split into magma cubes instead of slimes.
To say that TMCWv5 will be a major update is a bit of an understatement - I still have a long list of features or changes to add, including underground. I've also made a lot of technical changes, such as making lighting updates run around 4 times faster (this halves world generation time for a Superflat world set to Mega Forest - most of the time spent generating large trees is actually spent on lighting updates). Some of the features also came from suggestions posted to the forums and Reddit, such as the last one (slimes that die in lava split into magma cubes).
As for running the mod on a server, I have not written it with multiplayer in mind and some of the features won't work properly because they depend on client-server communication and I just used a shared static class for that (this only works if the client and server are inside the same JVM), and/or I assumed that there was only one player in the world. I have never actually tested it on a server by playing on it but it does work if you put it in the server jar and use a utility like Minecraft Land Generator to generate terrain (there is a modified class that I included which has a flag set which disables most features aside from caves and structures which I used for quickly generating terrain for testing).
So in order to be able to use it on multiplayer,the mod has to be reocoded?
Anyways my suggestion was if you could add the stained glass and maybe some tropical islands(This one would be really a great biome that spawns palm trees)
Rollback Post to RevisionRollBack
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
I've been playing the mod for a couple minutes; I haven't even started survival mode with it, and already, I'm having a lot of fun; very well designed and thought out. A lot of it uses common sense, and that's important for any game like Minecraft.
Have you considered making the rail block a 3D model of rails stacked on top of each other?
I mentioned that I changed them in a previous post, in addition to adding variants for all rail types; I found that you can change the size of existing blocks by changing their render bounds (set within the block code itself, not the rendering code) and used this to make them the same size as rails (14 pixels wide) and added separate side textures; they can be placed in two directions (north-south or east-west depending on the direction you are facing):
(while they consist of 9 rails there are actually only 8 rails visible on the sides since you can't get 9 2 pixel high wide textures in a 16x texture)
Note that any more complex changes to rendering would require changing the code that actually renders blocks, which would break compatibility with Optifine since it also changes it (I have not looked at it fully but at the least it would affect mipmaps and natural textures; you'd also need to install Optifine first or the game would crash from a nonexistent method; Optifine itself does not appear to call any methods from outside the class so it is safe to overwrite its version). For example, none of the new types of plants I've added are randomly offset from a block since they specially hardcoded it in for tall grass (instead of adding a flag to the block code so it can be enabled, and even then it uses all three coordinates to calculate the offset so 2-block tall plants would still need their own code). Also, I had to make my own animation for magma blocks since they added code that interpolates frames which is not present in 1.6.4 (there are only 3 frames in the vanilla texture; I made additional frames by using opacities of 25,50,75% for the second layer for 12 separate frames with a frametime of 2, compared to 8 in vanilla for the same speed).
Also, here is some more information, including screenshots, of some of the other things that I've added:
All the items added, including in previous versions; the newest items are hammers, which come in tool materials:
All blocks, including previously unobtainable vanilla blocks, such as all-bark logs and full smooth double slabs (stone, sandstone, quartz; the last also uses the bottom texture on all sides so it actually looks different from normal quartz blocks):
A closer look at the blocks:
(Note the quartz sandstone block in the center row at right; the chiseled texture is based on red sandstone in vanilla; I recolored normal sandstone by changing the hue/saturation/lightness so it was similar to quartz blocks and drew the Wither symbol myself as it was too difficult to recolor red sandstone to match)
(I originally added versions of the 1.7 flowers as one block high versions with edited textures; these continue to generate in addition to 2 block high versions. Sunflowers do not face any particular direction due to issues with custom rendering, I just added the separate sunflower head texture to the top stem part. Large blue orchids are based on a modified version of the original 1 block texture)
A list of all blocks:
Granite (1:1)
Polished Granite (1:2)
Diorite (1:3)
Polished Diorite (1:4)
Andesite (1:5)
Polished Andesite (1:6)
Coarse Dirt (3:1)
Podzol (3:2)
Quartz Sand (12:1)
Rose Bush (37:1)
Peony (37:2)
Lilac (37:3)
Allium (37:4)
Blue Orchid (37:5)
Oxeye Daisy (37:6)
Paeonia (37:7)
Poppy (37:8)
Red Tulip (37:9)
Pink Tulip (37:10)
Orange Tulip (37:11)
Yellow Tulip (37:12)
White Tulip (37:13)
Cyan Rose (37:14)
Azure Bluet (37:15)
Smooth Stone (43:8)
Full Smooth Sandstone (43:9)
Smooth Quartz Block (43:15)
Amethyst Ore (49:1)
Block of Amethyst (49:2)
Reinforced Quartz Sandstone (49:3)
Spruce Fence (85:1)
Birch Fence (85:2)
Jungle Fence (85:3)
Mossy Stone Brick Monster Egg (97:3)
Cracked Stone Brick Monster Egg (97:4)
Chiseled Stone Brick Monster Egg (97:5)
Granite Monster Egg (97:6)
Diorite Monster Egg (97:7)
Andesite Monster Egg (97:8)
Quartz Sandstone (160:0)
Chiseled Quartz Sandstone (160:1)
Smooth Quartz Sandstone (160:2)
Full Smooth Quartz Sandstone (160:3)
Quartz Sandstone Stairs (161)
Magma Block (162)
Packed Ice (174)
Tallgrass (175:0 + 175:1)
Large Fern (175:2 + 175:3)
Large Rose Bush (175:4 + 175:5)
Sunflower (175:6 + 175:7)
Large Peony (175:8 + 175:9)
Large Lilac (175:10 + 175:11)
Large Blue Orchid (175:12 + 175:13)
Diamond Ender Chest (176)
Cobweb block (177)
Empty Monster Spawner (178)
Lit Empty Monster Spawner (179)
Bone Block (180)
Ruby Ore (181)
Ruby Block (182)
Rail Block (183:0)
Activator Rail Block (183:1)
Detector Rail Block (183:2)
Powered Rail Block (183:3)
Some detailed look at new blocks and items:
Magma blocks cause water to bubble, as well as steam and randomly evaporate when only 1 block deep (the bubbles are purely aesthetic and unrelated to 1.13's bubble columns and I added them beforehand), and will melt ice that is in direct contact with them. Aside from this they are basically the same as the vanilla blocks (cause 1 damage per half second unless sneaking; death message is that of fire, and mobs avoid walking on them and cannot spawn on them unless they are immune to fire. They also do not generate in the Nether, which is entirely unmodified):
(the steam looks better when Optifine is used since it fixes particle rendering)
Magma blocks also generate on the surface and underground in Volcanic Wasteland, the latter as both lakes and veins of ore:
There are more variants of monster eggs, including variants added in 1.8 (vanilla 1.6.4 only has stone, cobblestone and normal stone brick) and variants for the 1.8 stone types (the type of stone they generate in is used to determine their appearance). They also take less time to mine (not instantly as was done at first, now similar to using Eff V to mine stone so you can still catch them if you use slower tools and are quick):
Note that silverfish can't enter polished stone variants since there is no variant for them (previously they would change them to normal stone). Silverfish also spawn naturally underground, similar to cave spiders, but naturally spawned silverfish can't enter blocks, only ones from spawners or monster eggs (I added a new NBT tag to mobs that indicates how they were spawned; this is also used so cave spider jockeys only spawn naturally, not from spawners).
Bark blocks can be crafted, with the recipe returning 4 (not 3 as in the 1.13 snapshots); since they naturally generate in most trees (branches and the top of trunks, which otherwise shows the exposed end on Fancy graphics) I decided to have them drop normal logs unless mined with Silk Touch, which isn't really necessary since there is no conversion loss and you can recraft them in your inventory; you can also craft them into planks (I have not checked in-game but the Wiki does not show that bark logs can be used to make planks and only mentions that stripped logs can):
Hammers are able to convert various blocks into other blocks, including cobblestone to gravel and gravel to sand, making the latter renewable (and dirt since coarse dirt gives you 4 for 2 dirt and 2 gravel):
Similarly, furnaces, chests, and many other blocks can be converted back to raw materials (in most cases you only get a fraction back; Fortune can improve drop rates. One notable exception is quartz, which always drops 4 quartz, making it an easy way to store quartz):
(the other items dropping are their contents; the way hammers work is by completely bypassing the normal drop code but they still drop their contents as usual since they come from the tile entity)
Notably, hammers mine glass-based blocks faster, including glowstone and beacons (no tools are effective against these blocks in vanilla. Glowstone behaves the same as when mined with anything else; Silk Touch cannot be applied to hammers and won't work even if you hack it on). They also have half the mining speed as other tools, including with Efficiency (i.e. Efficiency adds half the speed modifier as for other tools so an Eff V hammer is half as fast, otherwise, Efficiency works such that slower tools benefit more). They also enable you to obtain the all-pores mushroom block, otherwise, Silk Touch lets you get the all-cap or all-stem texture (from the cap or stem blocks respectively, hammers cause both to drop pores). Here is a list of all blocks hammers are effective against:
Block Drop(s) (1-2-3) = with Fortune
Polished Granite 1 Granite
Polished Diorite 1 Diorite
Polished Andesite 1 Andesite
Cobblestone 1 Gravel
Planks 2 Sticks
Gravel 1 Sand
Wood 4 Planks
Lapis Block 9 Lapis
Dispenser 2-4 Cobblestone (up to 5-6-7)
Dropper 2-4 Cobblestone (up to 5-6-7)
Sandstone 1 Sand (up to 2-3-4)
Gold Block 9 Gold Ingots
Iron Block 9 Iron Ingots
Smooth Stone 2 Stone Slabs
Full Smooth Sandstone 2 Sandstone Slabs
Smooth Quartz Block 2 Quartz Slabs
Brick Block 4 Bricks (higher chance of 4)
Bookshelf 3 Books + 2-3 Oak Planks (up to 4-5-6)
Wood Stairs 1 Planks
Chest 2-4 Oak Planks (up to 6-8-8)
Diamond Block 9 Diamonds
Crafting Table 2 Oak Planks (up to 3,4,4)
Furnace 2-4 Cobblestone (up to 6-8-8)
Sign 1 Oak Planks (up to 2 with a higher chance of 2)
Wooden Door 2-3 Oak Planks (up to 4-5-6)
Iron Door 2-3 Iron Ingots (up to 4-5-6)
Ladder 2 Sticks
Cobblestone Stairs 1 Cobblestone
Stone Pressure Plate 1 Cobblestone
Wood Pressure Plate 1 Oak Wood
Jukebox 1 Diamond + 2-4 Oak Planks (up to 6-8-8)
Fence 1-2 Sticks (up to 2 with a higher chance of 2)
Trapdoor 1-2 Oak Planks (up to 3 with a higher chance of 3)
(Mossy)Stone Bricks 1 (Mossy)Cobblestone
Mushroom Blocks 1 Mushroom Pores Block
Fence gate 2-4 Sticks (up to 5-6-7)
Brick Stairs 2-4 Bricks (higher chance of 4)
Nether Brick Block 2-4 Nether Bricks (higher chance of 4)
Nether Brick Stairs 2-4 Nether Bricks (higher chance of 4)
Nether Brick Fence 2-4 Nether Bricks (higher chance of 4)
Enchantment Table 1-2 Obsidian (up to 3-4-4)
Cauldron 3-4 Iron Ingots (up to 5-6-7)
Redstone Lamp 2-4 each of Glowstone and Redstone Dust (higher chance of 4)
Sandstone Stairs 1 Sand (up to 2-3-4)
Emerald Block 9 Emeralds
(Mossy)Cobblestone Wall 1 (Mossy)Cobblestone
Anvil 12-21 Iron Ingots (up to 24-27-30)
Slightly Damaged Anvil 8-14 Iron Ingots (up to 16-18-20)
Very Damaged Anvil 4-7 Iron Ingots (up to 8-9-10)
Gold Pressure Plate 1 Gold Ingot
Iron Pressure Plate 1 Iron Ingot
Redstone Block 9 Redstone Dust
Hopper 2-3 Iron Ingots (up to 4-5-5)
Quartz Block 4 Nether Quartz
Quartz Stairs 2-4 Nether Quartz (higher chance of 4)
Coal Block 9 Coal
Amethyst Block 9 Amethyst
Bone Block 9 Bonemeal
Ruby Block 9 Rubies
Quartz Sandstone 1 Quartz Sand (up to 2-3-4)
Quartz Sandstone Stairs 1 Quartz Sand (up to 2-3-4)
Rubies now have an actual use besides crafting blocks; they can be used in the anvil to reduce the prior work penalty of an item by 5 levels per ruby, with a cost of (PWP + rubies * 5. The actual cost per ruby can be less than 5; e.g. 5 and 1 for a PWP of 6 and 2 rubies). Mending does not make this redundant since rubies can be used to keep items which are too expensive for Mending (repairing an item with Mending includes the cost of its enchantments as well as the repair itself); since rubies only generate in Rocky Mountains this makes them valuable for such items:
I renamed the same pickaxe 3 times, resulting in a prior work penalty of 6 (+2 per operation, the same as vanilla). One ruby costs 11 levels, or 6 + 5, regardless of enchantments:
After using one ruby, the cost is now 2, or 1 + 1:
Trying to use a ruby on an item with no penalty (or Mending, as it sets the penalty to 0):
Using two rubies at once results in a cost of 12 levels (6 + 5 + 1):
A couple new enchantments have been added; first is Vein Miner, which can mine multiple blocks at once, either up to 6 or 18 depending on the level (level 1 mines the block being mined plus the 6 adjacent to it while level 2 mines the blocks adjacent to blocks mined by level 1. Note that while level 1 can mine up to 7 blocks tone of the surrounding 6 blocks has to be missing in order to reach the center block. Also, this only works on ores and all blocks must match the block actually being mined; statistics correctly count the total blocks mined):
I also added Smelting, which causes iron and gold ore to drop ingots and XP (1-3 for iron and 2-6 for gold, which is based on their relative abundance and the XP from other ores; coal is still the largest source of XP from mining when caving), and can be used with Fortune but not Vein Miner or Silk Touch (Vein Miner and Smelting are incompatible so you can't have it too easy; they can also only be found in naturally generated chests, not even from trading, so they are actually "treasure" enchantments, unlike Mending):
Another change is to the durability bar, which now renders as it does since 1.12 (I did not use any code from vanilla for this or anything else; the way I made the brightness stay constant is to have green be at 100% from 100-50% durability and fall from 100-0% at 50-0% durability and red stay at 0% from 100-50% durability then rise from 0-100% at 50-0% durability):
Vines now generate much deeper underground below jungles, to which I'm also considering adding some sort of special cave chambers with underground vegetation (probably only trees, vines, and grass blocks; I'd have to add a special variant of grass for it to survive in darkness, and placing light sources is unreliable):
Giant mushrooms are no longer exclusive to giant cave regions, but less common outside of them; additional variations are also considered to be added beyond the two types of caps, which already do generate in both colors for each:
The type of wood used in abandoned mineshafts depends on the type of trees in the predominant biome within a 5x5 chunk area around the center room (biomes without trees also have their own wood types):
This includes fences, for which I added variants for all wood types; notably, instead of adding 3 more block IDs I added data values to the original block, just as they did in Pocket Edition (metadata is not used to determine how they render); by using data values I did not need to modify all of the code that referenced Block.fence, including the code that makes fences connect to each other. In addition, unless you are holding a lead nothing happens when you right-click on a fence, fixing an annoying vanilla bug which prevents you from eating when looking at a fence, or worse, able to place a block where your head is. In addition, you get 4 fences instead of 3 (or 2 in vanilla before 1.8), or about one per plank used (same recipe as 1.8; 4 planks + 2 sticks is equivalent to 5 planks. The vanilla 1.6.4 recipe (6 sticks) still works for oak fences since I did not want to modify a different class just to remove it):
Jungle and Tropical Swamp now use quartz sand instead of normal sand for beaches and underwater sand patches; you can also see a couple boulders on the beach, which are made out of full smooth sandstone (using the double slab block for normal sandstone, which also behaves like a "real" block and not two half-slabs when mined) on sand beaches and cobblestone on gravel beaches; they also generate on the seafloor nearby, as seen to the left:
(the water looks clear because I had Night Vision; however, I did reduce the light opacity of water and ice from 3 to 2, allowing light to travel 50% further underwater, or to the bottom of the deepest riverbeds. I also added code that ensures that Optifine works correctly by setting the opacity to 2 when it tries to set it to 3 (when Clear Water is off), as well as changing the opacity of ice, which is not changed by Optifine, when the opacity of water is changed)
A new biome; Quartz Desert, has been added, which also includes a new structure of my own making; several other sub-biomes have also been added (102 total biome IDs are now used for the Overworld) to improve world generation:
(also, why in the world do so many mods use such insane amounts of memory and resources? I have seen no increase in memory requirements over vanilla, and indeed, vanilla has not either, despite the high GC churn rate in 1.8+, which is more of a matter of keeping up with object allocations than real memory usage)
Here is a look at a quartz desert pyramid, which consists of a large main pyramid and two smaller pyramids; the main pyramid contains three floors, two of which are mazes and the third is a small room containing a double chest with similar loot as desert temples. There are 16 different mazes for each floor (a total of 256 combinations) and the walls are made out of reinforced quartz sandstone, a special variant of obsidian which takes longer to mine (10 seconds with an Eff V amethyst pickaxe) and drops full smooth quartz sandstone (which looks exactly the same) when mined, which is to discourage just mining your way through; there are also 3 skeleton and zombie spawners located in the floors of the first and second floors (placed under walls):
Also, maps have many more new colors (not the same as the colors added to vanilla since 1.6.4); the majority of blocks have remapped colors, including variants of blocks like wool and stained clay (1.6.4 only uses the block ID to determine the color):
There are many other changes and additions that are not listed here as well. This includes major refactorings of code; for example, world generation is more than twice as fast when generating biomes with huge trees, like Mega Forest, in large part due to optimizations to lighting, which is 4 times faster (the code that helps fix lighting glitches also runs faster by checking more blocks at once, helping to reduce their visibility); cave generation is also nearly twice as fast, in large part due to using a better random number generator which is also actually 64 bits (Java's Random only uses 48 bits, meaning that for every seed there are 65535 other seeds that have the same underground and other non-biome dependent features, even the underlying height variations of terrain).
Also, here is a list of all the classes used to give you an idea of the complexity of the mod, which has a total of 309 files, including 205 source code files, 2/3rds of which are new classes as opposed to (unrenamed) vanilla base classes (which may still be extensively modified; part of my refactoring involved renaming as many modified base classes as possible, e.g. MapGenMineshaft to MapGenMineshaftTMCW, which is 35 times bigger than the vanilla class) and 104 assets, totaling 2.85 MB, 95% of which is code (for comparison, TMCWv4 has 228 files totaling 2.39 MB). The largest class is MapGenCavesRavines, which is 183 KB and has over 4,000 lines, all written by myself (the basic algorithm used by vanilla is still present):
Does this mod change anything about where monsters spawn? I seem to get a lot of monsters inside lit caves, sometimes with the only connection being in the direction of home and also lit, and even in my strip mine
I only changed the spawn conditions for cave spiders so they only spawn below sea level; otherwise, they shouldn't be spawning in areas that are properly lit, nor did I ever experience this when I played; it may be that you are not using enough torches, which have to be closer together than commonly thought (a torch on the ground can prevent spawns up to 6 blocks away or 12 blocks between torches but only along an axis; to optimally light up a flat surface they have to be 11 blocks apart with 5 blocks between rows which are alternately offset by 5 blocks, as shown in this image. Uneven ground requires an even closer spacing):
(I only place torches so I can see well; while not released yet TMCWv5 changes the way light renders so a light level of 0 appears completely dark, which I've previously added to my own personal modded version of Optifine; the number of torches that I use pretty much prevents mob spawns with the exceptions of darker recesses, like a spot near the upper-right of the last screenshot. I did not add this to TMCW before since I wasn't sure if I could change how light renders without modifying an Optifine-modified class)
Well, guess I didn't light eveything well enough, or they keep walking in from a place I haven't explored. BTW, I found that the change you made (IIRC) where mobs spawn in a cylinder instead of a sphere around the player makes it so exploring gets easier during night, as monsters spawn mainly on the surface. It makes me feel like those first nights in teraria when my weapons were too bad to fight the zombies, so I'd go mining.
I have not noticed a decrease in mobs in caves at night beyond what you'd see in vanilla; the 32 block random despawn radius still applies and a 128 block sphere is large enough that even if you are near bedrock the radius at the surface is still in excess of 96 blocks, the radius I use; I made a quick diagram and found that if you are at y=4 (lava level) the surface has to be at around y=90 or higher in order to give more spawning space than a 128 block radius sphere does:
Also, the effect of reducing the radius (for a flat level surface) on the density is quite significant; 96 blocks is 75% of 128 but the area is the square of this, or only 56.25%. I did reduce the mob cap from 79 to 70 (70 is actually what was intended but an error in the mob cap calculation caused all caps to be about 13% higher; this was fixed in vanilla in 1.8) but this still gives about a 57% higher density of mobs than vanilla 1.6.4 (this difference will be less when considering all 3 dimensions since a sphere is smaller away from its equator. Conversely, the 24 block "no spawn" zone around the player is relatively greater for a 96 block radius than it is for a 128 block radius).
Part of your observation may be due to variations in local cave density as well as cave structure (in particular, vertical caves are harder for mobs to navigate and restrict spawning due to pack spawn mechanics, which favor flat surfaces; the Unmined image you posted before shows such a cave system near the bottom), which is much greater than it is in current vanilla versions (since 1.7) and greater than it is in vanilla 1.6.4; once I've lit up most of the caves in the area I've seen quite a lot of mobs; in one extreme case I killed around 600 in a single giant cave which I explored after I'd explored all the caves around it:
Around 200 of the mobs I'd killed came from caves I explored earlier:
Another thing to consider is how I handle "regional" difficulty, which is only based on total playtime, reaching a maximum after 100 hours on Easy and Normal and 75 hours on Hard (the point at which it remains at 100% regardless of moon phase, which still affects slime spawns, similar to how versions before 1.6 behaved), which also affects the followRange of zombies (unaffected by regional difficulty in vanilla prior to 1.8), which in turn means they are less common earlier on (due to not being able to pathfind from as far away, not because they spawn more or less often than other common mobs) and they are a majority of mobs encountered. You can easily bypass this though by using NBTExplorer to edit the "time" field in level.dat; 100 hours is 7200000 ticks (by the time I reach the "end-game" and start caving it has risen to around 50% of its maximum; I spent a total of 22.46 days playing my last world so about 81% of the total time was spent at maximum difficulty).
Also, here are the overall statistics for my last world; I killed about 2,500 mobs prior to when I started caving, when nearly all the mobs I killed were while caving, with 121 play sessions spent caving for an average of about 350 mobs killed per session (for comparison, I've averaged about 296 mobs per session in my first world, which does include a lot more passive mobs, including after the "early-game", which is all but insignificant at this point, since I trade for diamond gear for repairs. Also, this has increased from around 270 a year or two ago as I've explored a lot of areas under the ocean, where I do notice that mobs are more common due to the reduction in spawnable areas):
As mentioned before, my experience may be different from the typical player because I light up virtually every single cave within the explored world, as seen on these renderings, which constrains mob spawns to around half the spawnable area underground as I progress along a "front" of lit-up caves (I placed more than 118,000 torches in this world):
Will you make TheMasterCaver's World available for smartphones?
Only if they can run Java - there is no question of ever porting it to Bedrock, which doesn't even allow this sort of modding anyway, and the changes that I've made to the core game in the upcoming TMCWv5 are so extensive that it really is a separate version of the game at this point, as different from 1.6.4 as 1.13 is, both in features as well as internal code (for example, this shows how much I've modified various core classes, not even considering all of my own classes, which make up about 3/4 of all classes. In fact, the source for TMCWv5 is more than half the size of the original 1.6.4 source, and 3 times the size of TMCWv4, including 5 times the assets/textures, just to give you an idea of the magnitude of what TMCWv5 will be like - I've probably spent over 600 hours on it over the past 6 months, virtually all the time which I'd normally spend playing, adding close to one new feature every day, including many things which I've never previously added, such as new entities (imagine running into the "The Killer Rabbit of Caerbannog", which naturally spawn (don't worry, not within 256 blocks of world spawn and they deal less damage in trade for more armor/health), none of this "let's add mobs which never naturally spawn" nonsense (previously I made Giants naturally spawn, and updated them to the newer AI in TMCWv5 so they navigate obstacles better; 1.8 simply removed their AI entirely, making them useless even if you did spawn them in), tile entities (aside from a simply copy of Ender chests; flower pots now correctly render all flowers, and much more with 60+ plants and 120+ rendered variants; furnaces can properly smelt new items and burn more types of fuel), new block models (e.g. "rail blocks" render as a stack of rails with 2 directions and not just a cube with an opaque rail texture) and modifying other dimensions).
Porting it to even a newer version of Java is completely out of the question (and of not much point, especially given that I've added many new features, if many altered as I see fit, like Mending, attacking, and rabbits); I'd have to totally rewrite massive parts of the code (or rather, vanilla, which is coded so badly that TMCWv5 literally outperforms 1.13 by an order of magnitude when it comes to world generation or game startup time*, with 1.12.2 not being much better. A lot of my code is heavily dependent on numerical IDs for performance, which were removed in newer versions, even internally, unless you rely on expensive getters/IBlockState objects/hashmap lookups, as well as minimal unnecessary object allocations (memory usage is still only around 100 MB, even in the Nether (more blocks loaded) if anything, even less than vanilla - I can't even imagine why even big modpacks require gigabytes of memory unless they are using 512x textures or something, as 300 such textures would be 300 MB but 16x is only 300 KB).
*This tells you all you need to know about just how bad Mojang's coding practices are:
Load time between TMCWv5 and 1.13. Note that I have not done anything that would improve load time, which if anything should be slower than vanilla 1.6.4 or TMCWv4 due to more things to load:
16:21:31 - 2018-09-17 16:21:31 [CLIENT] [INFO] Setting user: Player605
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] (Session ID is null)
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] LWJGL Version: 2.9.0
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] Reloading ResourceManager: Default, ModTextures
16:21:32 -
16:21:32 - Starting up SoundSystem...
16:21:33 - Initializing LWJGL OpenAL
16:21:33 - (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
16:21:33 - OpenAL initialized.
16:21:33 -
16:21:33 - Texture size: textures/blocks, 512x512
16:21:34 - Texture size: textures/items, 512x256
16:21:34 - 2018-09-17 16:21:34 [CLIENT] [SEVERE] Realms: Server not available!
Still takes 8.7 times longer to load and 5.7 times longer to generate a world - in fact in the time it takes 1.12.2 to simply load the game TMCWv5 can be launched and generate a world 3 times! Just insane! And when I hear of modpacks taking 10+ minutes to load I wonder how modders, who often need to launch the game many times to test things, can even bear it (also, as if vanilla wasn't bad enough, Forge is even worse - even with only optimization mods).
That's not all either; as seen here even in the Nether the game only uses around 100 MB of memory, with a max allocation of just 256 MB being enough (512 MB to provide a good margin, as switching dimensions does require temporarily loading 2x the chunks; I had started the game while still in the Nether); people also often say that the Nether lags because of e.g. all the ticking fire blocks - yet here it is only spending 2.1 ms or 4.2% of the allotted tick time even as it is still doing a lot of chunk updates in freshly generated terrain (in part because I fixed MC-119994, which not only reduces tick load but eliminates a memory leak):
(this also shows some new features - I've never modified any dimensions other than the Overworld until now. Aside from adding ravines, with a similar size variation as the Overworld, and larger/more varied caves and cave systems, with a secondary lava level at y=4, there are also 100-200 block long veins of magma blocks (generated like caves, not normal ores), giant mushrooms, gold ore, and lakes of lava and magma blocks (based on Overworld water/lava lakes, some of the latter of which are magma blocks). I also flattened bedrock to one layer at the top and bottom and extended the ranges of features to utilize the entire height range, as vanilla does not place many of them in the lowermost/uppermost 10 layers)
I have not directly improved rendering, aside from a few blocks, such as fences (which are terrible; I made them render a staggering 24 times faster) but chunk updates are improved due to optimized accessing of raw data in chunks (I recently figured out how to make my own block rendering code which hooks into the vanilla code without modifying any classes which Optifine modifies; for example, I added saguaro cactus, which has many different block models so cactus blocks can connect as branches, or multi-blocks which behave like a single block, including block selection and collision).
When teleporting to a Network Cave Region, sometimes it takes me to a mineshaft, giant cave region, a maze cave system, or nothing at all. Is this normal?
When teleporting to a Network Cave Region, sometimes it takes me to a mineshaft, giant cave region, a maze cave system, or nothing at all. Is this normal?
Are you sure that you are using the correct version, both for the mod and CaveFinder? There are often differences in the locations of caves between the normal and "no exclusion" versions because there is code that ensures that at least one colossal cave system and giant cave region generates within about 1024 blocks of the origin due to their rarity, by changing the layout until at least one generates, which also affects the locations of some other caves. Since they normally can't generate near the origin this means that there is a good chance that "no exclusion" will be different (around 30% each).
For example, the following are from the same seed; only one of three network cave regions within 1024 blocks is in about the same location in both versions (if you teleport to the center you'll be within it in either case. Note that the location that CaveFinder gives are for the northwest and southeast corners of the 12x12 chunk region they generate in and other types of caves may extend into the edges):
Normal:
Locations of nearest network cave regions (NW and SE corners):
1: -320, -800 to -129, -609
2: 688, -592 to 879, -401
3: -928, 848 to -737, 1039
No exclusion (note the giant cave region near the center; since the same algorithm places network cave regions, maze cave systems, and vertical cave systems these are all different, in addition to any other types of caves they may displace):
Locations of nearest network cave regions (NW and SE corners):
1: -752, -208 to -561, -17
2: 672, 368 to 863, 559
3: -848, 848 to -657, 1039
Also, unlike other types of caves network cave regions can have mineshafts in them, as well as cave clusters, including single maze caves (only "normal" caves are excluded from them).
I am using a custom version of the mod. I found it in one of your posts, is this why?
The only download that I know of is for a world that I played, which is indeed slightly different from what you'd get from the downloaded mod since I made some changes after I started playing that changed the locations of some caves (the aforementioned changes that ensure that certain types of caves generate within 1024 blocks of the origin), which I had not implemented as they would cause unpredictable changes. In that case I have a list of locations at the end of this post (incidentally, the examples I gave above used the same seed; the three closest network cave regions match the locations given by the "no exclusion" version, but they may not always be the same elsewhere).
I noticed this mod fixes the broken big oak tree generation present in 1.6, is there a way you could isolate that into a patch by itself? I unfortunately can't use the whole mod due to needing forge for other mods.
I noticed this mod fixes the broken big oak tree generation present in 1.6, is there a way you could isolate that into a patch by itself? I unfortunately can't use the whole mod due to needing forge for other mods.
This fixes the following bugs (some of which were not fixed until 1.13):
Leaf decay (the reason they were removed in 1.7), by adding extra logs in the center of leaf clusters (MC-1809 NB: Vanilla did not actually fix this, they just make sure that blocks placed during world generation cannot trigger the decay flag, as TMCWv5 also does to avoid unnecessary checks).
Inconsistency between naturally generated and player grown trees (MC-50640).
Tree branches can replace any block, including bedrock (MC-10176).
Height is not randomized properly during world generation (MC-11208).
Memory leak when switching worlds (MC-101232; this was not actually fixed in TMCWv4 but is fixed in the upcoming TMCWv5 release).
Trees do not replace the below their trunk with dirt (MC-133905).
Trees can still grow through dirt, grass, wood, and leaves placed above the trunk (MC-15224) but only leaves can be replaced by trunks, as well as vines and snow layers by branches and leaves (this is necessary for proper world generation, e.g. trees on slopes or snowy biomes).
Trees should also generate faster than vanilla, though I could not include the biggest optimizations in TMCW (TMCW uses custom methods to place blocks faster and TMCWv5 improves light updates by a factor of 3-4x, which has a major impact in biomes with giant trees, where light updates take up a majority of world generation time).
I can't guarantee compatibility with other mods though, especially ones that add their own trees, either by copying the class or if Forge allows mods to change the types of leaves and wood that they use and blocks they can grow on (if mods try to access nonexistent code it will result in a crash on game load and/or world generation). There may also be unintended effects if a mod tries to change the "shape" of a tree (vanilla had some fields set to default values which I replaced with hard-coded values; I did re-add them but I made changes to how trees are generated, such as how the shape of leaf clusters are determined (the vanilla code is rather messy and overly complex). The class given is basically a direct copy of the code from TMCWv5 with changes to make it compatible with vanilla).
Thank you! I just did some testing and it appears to be working perfectly with the mods I have. (mainly ExtrabiomesXL forests are generating correctly now, BoP doesn't use vanilla trees much). Much appreciated.
When looking at the log for TMCWv5, I have to ask some questions.
1. Mineshaft generation in Superflat default chance is 1.0. I can change it to 0.9 or 1.1?
2. Is this mod going to be compatible with Superflat Caves for TMCWv5?
3. Can I see photos of the new cave systems?
4. Finally, will there be mineshaft size variations for superflat since they now generate like Default worlds?
1. The default chance of mineshafts means that they generate as often as they do in default worlds; due to the way they generate it is not possible to increase it any further, only decrease the chance (in vanilla a chance of 1.0 means that every chunk will have a mineshaft while in TMCW the maximum possible chance is 0.0102 or 1/98, reduced to around 0.006 due to caves preventing about 40% of the from generating, which also applies even when caves are not enabled (otherwise they will not be very randomly distributed, and they are still quite common). For comparison, the default chance in vanilla 1.6.4 is 0.01 and 1.7+ is 0.004, so they are 60% as common as in vanilla 1.6.4 but 1.5 times more common than in 1.7+, and since they are not less common closer to the origin they are effectively much more common within that area; 1.6.4 reaches an overall chance of 0.006 at 768 blocks from the origin so that is a 1536x1536 block area where they are less common).
2. Superflat Caves has been integrated with TMCW for all practical purposes; you can add caves to Superflat by adding "caves" to the preset as it uses the exact same chunk generator as default worlds except terrain is replaced with the Superflat layers. This also means that mineshafts generate like they do in default worlds. You can also make animals spawn as they do in default worlds by adding "animals" (otherwise they only spawn with random spawning in Superflat worlds), add snow to snowy biomes with "snow" (this places snow as in normal worlds, otherwise you have to make it snow and wait for it to accumulate), and replace blocks like stone and ores with biome-specific blocks with "replace_blocks" (decoration must also be enabled). A few vanilla options do not work (stronghold and "biome_1" distance/count) due to changes I made to how they are placed which would be difficult to customize (for example, strongholds are placed using the same algorithm as various types of caves so they do not collide. Each type of "temple" structure has its own spacing/distance so a single value would not work).
3. Here are some renderings of the underground that show the increased variation in caves; the new variations are mainly variations in the shape of tunnels; for example, "random" caves have highly irregular walls:
Here are some screenshots of various caves, many from biomes with biome-specific undergrounds:
Caves under jungles have vines and grass down to around y=30; the grass is a special variant, "cave grass" which does not need light to survive while grass blocks do not spread:
Jungles also have a unique variant of cave which appears as a cavity lined with cobblestone/moss stone and filled with vegetation, with a skylight extending to the surface (it will go as high as necessary to reach it):
Notice the green and purple mushrooms on the right, which are new color variants along with blue:
The opening to the surface:
This shows some of the many variants of ores that I added; they are all actually one block which uses a single overlay texture over a base block texture stone, sandstone, etc). You can also see two new variants of sand, quartz sand and red sand (quartz sand is not actually entirely new, it was used as "quartz path" in Ice Plains villages) in the upper-left and bark blocks near the bottom (crafted with 2x2 logs to make 4 bark blocks, which also previously generated in trees but were not obtainable); the end textures of logs were also changed to match their colors:
A ravine in a desert; note the biome-specific ore variants and water and lava springs (in TMCWv4 they can't generate in non-stone blocks), as well as stalagmites and stalactites, which have a total of 104 variants (14 actual variants with the rest, including whether they are stalagmites or stalactites, determined at render time. Because of this, some variants, like granite, can only be obtained by placing them on their corresponding block):
A vertical pit cave, which are based on ravines and generate as one or more cylindrical vertical columns, often merging together to form irregular shapes:
A giant cave and ravine under a desert/mesa; note the patches of red clay, which is identical to normal clay and replaces it so the color fits in better:
A "red" husk, one of several variants of husks, in addition to "yellow" husks, which spawn in yellow sand deserts. Note also the lava, which is at y=4 - unlike earlier versions biome-specific layers extend all the way down to bedrock, in part because of optimizations which allow me to do this without degrading performance:
A ravine in a Badlands biome, which has red sandstone instead of stone and pockets of red sand and red clay replacing dirt and gravel:
A cave in a swamp, which replace 50% of dirt with clay:
I happened across this giant cave in a volcanic wasteland, which reverses stone and andesite so instead of being mostly stone with pockets of andesite they are mostly andesite with pockets of stone (plus granite and diorite as usual):
There are also veins of magma blocks underground and on the surface:
One of the new mobs that I added, strays, which spawn anywhere in all snowy biomes (in this case, Ice Hills):
A cave under an Iceland biome, a new biome which is similar to Mesa but made out of ice, including two new variants, opaque ice (based on the normal ice texture but not transparent, as it is not a good idea to have so many transparent blocks everywhere, the first time I did it it caused a noticeable drop in FPS since other blocks render their sides next to them) and blue ice (from 1.13, it is also slipperier than normal ice):
Anther vertical pit cave, also part of a random cave system:
It is not very easy to show what they look like in screenshots but here is part of the same random cave system, in a quartz desert biome:
A couple screenshots of a giant cave region and ravine largely under a desert; notice the new types of colors of giant mushrooms:
You can also see a "yellow" husk on the left:
The Overworld is also not all that was changed; I added more features to the Nether and here you can see several of them; lakes, both of lava and magma blocks, giant mushrooms (only red and brown as other colors do not fit the scheme), "Nether trees" with Nether brick "trunks" and Netherrack "leaves", Nether gold ore (a variant of gold ore), veins of magma blocks, which generate throughout the Nether in the same way that caves do and have single blocks of lava in them, and Netherrack stalagmites/stalactites, which drip lava instead of water:
A Nether dungeon, made out of Nether brick and spawning either zombies (red husks) or skeletons (no Wither skeletons as that would be OP and defeat the purpose of fortresses):
A ravine, which have a similar variation in size as the Overworld and generate at all levels, and along with caves, which also vary more and are more common and denser (more actual cave systems than scattered caves), form a secondary lava level at y=4, as in the Overworld:
Nether features also generate across the full height (1-126) with bedrock being a single layer each at y=0 and y=127.
Also, here are some screenshots of some other things:
Cute bunnies!
Or not so cute (1/500 chance outside of a 256 block radius of world spawn; they also deal less damage than in vanilla but have more armor/health):
A coral reef in a Tropical Ocean, which can be found next to hot biomes or as patches in the middle of normal ocean; all oceans have sea grass and kelp as well, more in warmer oceans:
A Mushroom Forest biome, showing the different colors and types of giant mushrooms, which also generate underground, and not just in giant cave regions (they are less common outside of them, except in Mushroom Forest/Island):
A Badlands biome, made out of red sand/sandstone and with pillars and mesas/hills made out of stained clay, using a different color palette from Mesa. There are also additional ravines generated near the surface, which are normal-sized but are unique in that they can cut through terrain all the way to the height limit:
An Iceland biome, a mix of Mesa, Badlands, Ice Plains Spikes, and Extreme Hills made entirely out of snow and ice; there are even "trees" and "grass" made out of ice. Similar to Badlands there are more vertical pit caves near the surface, also able to go up to the height limit:
Apparently, Mojang is not going to update deserts but I am, and already previously added oasis and palm trees (now with their own leaves/saplings/coconuts) and taller cacti (both natural and random growth) in Desert M (these new cacti generate in all variants of desert more commonly in some than others):
The flowers are a new type of cactus, Prickly Pear, which has several color variants and produce prickly pear fruit, similar to apples in quality (they only progress to fruit if they are next to water; you can also shear them to get a permanently fruitless variant). Note also the grass and chickens in the yard behind the butcher shop:
One of the biggest new features is the ability to make maps of explored caves; they will only show caves within 8 blocks of a torch (only player-placed torches; naturally generated torches are a different block) and a light level of 6 or more and with a direct path to the torch (i.e. it will not go through walls):
This also includes the Nether, and maps in the End work properly (note that I removed torches from maps after this):
There are also many more map colors so maps can accurately represent most blocks, including many that did not render at all in vanilla, and even some biome-dependent colors (only a few for hot/cold/etc since maps only support 256 different colors, or 85 colors with 3 shades per color)
There are also more structures, including woodland mansions, based on my own design and while not as big as the ones in vanilla they have several dozen different types of rooms, and are also far more common (if still rare since Roofed Forest is not that common given that there are so many biomes):
Quartz deserts have a pyramid structure which has three floors, the first two of which are mazes with hidden spawners and ladders to the next floor, and the last containing a double chest with loot. Each of the first two floors has 16 possible mazes for a total of 256 combinations, the ladders are also placed at different corners:
Shipwrecks, which come in several sizes with the largest having a hidden chest, generate at the bottom of oceans, as do fossils (previously added to swamps and deserts):
(note that I did not make it so that blocks can be "waterlogged" like in 1.13; I actually just had to set the "material" of sea grass and kelp to "water" to make water not render next to them, as well as render the underwater effects and reduce your air supply when you are in them, with some other changes so flowing water and entity movement are affected as if they are source blocks (data value 0), as otherwise you'd get "pushed" in odd directions)
Is this mod still being worked on? because i got some suggestions that i believe would keep vanilla minecraft atmosphere but make it better.
Is it posible to run a server with this?
As mentioned in my last post I've been working on a new version, although I have not been spending much time on it (per day), but have added quite a few additional features, including some that will be in 1.13, such as craftable bark logs (these have previously been used in trees) as well as the full smooth double slab variants (these behave like full blocks, not double slabs) and even petrified oak slabs (the old wooden stone slabs), as well as dozens of other features, including a new type of tool, hammers, which can be used to "uncraft" many blocks (for example, mining a furnace will drop 2-4 cobblestone; sand and gravel are also now renewable through cobblestone -> gravel -> sand):
Monster eggs now take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools.
Added hammers, which are a new tool which lets you "uncraft" many types of blocks; for example, mining sandstone with a hammer will drop sand, iron blocks drop iron ingots, furnaces drop cobblestone, and so on. Here is a complete list of blocks hammers are effective against; they are able to mine wood, stone, metal, and a few other blocks faster (notably, glass-based blocks (glass, glowstone, beacons), which otherwise do not have any tools that can mine them faster):
Note: Doors currently only work if the lower half is mined since mining the top half always drops a door item even though hammers override the normal drop code. Chests and other containers also drop their contents.
Zombies can naturally spawn with hammers, in addition to swords, axes, pickaxes, and shovels (20% chance of each and an 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst; average attack damage for all weapons is +4.64, compared to +4 in vanilla; note that when a mob holds a weapon it automatically adds +1 damage to offset a -1 reduction in damage).
Diamond and amethyst armor are stronger when worn by mobs; on a player diamond adds up to 18 points but when worn by a mob it adds up to 20 (same as vanilla) while amethyst adds up to 22 instead of 20 (in either case it is capped at 22 for zombies, and as before it also reduces damage by 4% per point for non-player mobs and 3.3% for players).
Added double tall plants (tall grass, ferns, rose bushes, sunflowers, peonies, lilacs, blue orchids; aside from sunflowers and blue orchids these are the same as the 1.7+ blocks; sunflowers render the flower differently (the face is visible from all sides) since 1.7+ uses a special rendering method for them and this would require breaking Optifine compatibility to implement). Large ferns generate in Jungle, Tropical Swamp, Great Forest, and Mega Taigas while double tallgrass generates in Jungle, Great Forest, Meadow, Savanna, Mega Taiga, and Tropical Swamp, with double tall grass generating within 50% of 3x3 chunk regions in other non-snowy biomes with grass. Large flowers randomly generate within 50% of 3x3 chunk regions in all biomes which have new flowers, excluding snowy biomes, which only have dandelions and roses, and Meadow, which has sunflowers generating anywhere, and Swampland, which only has blue orchids, including a double tall variant, and can be bonemealed to drop themselves in addition to generating when bonemeal is used on grass blocks (10% of grass or flowers); grass and ferns require shears in order to harvest the block itself (otherwise they drop seeds).
Desert temples can generate between y=63-68 instead of only at y=64 (64 is one block too high when at sea level while allowing them to go much higher than 68 looks a bit odd when they are on a steep hillside).
All-bark logs are now craftable; 4 normal logs give you 4 bark logs (instead of 3 like 1.13 does so there is no loss) and Silk Touch is needed to harvest them (they naturally generate in trees, even unbranched trees (topmost block so the inside of the log is not visible on Fancy graphics), so it would be a bit of pain if they dropped themselves). They can also be directly crafted into planks.
Added quartz sand, which is crafted with 2 sand and 2 quartz in a 2x2 pattern; this is not actually a new block and replaces the "quartz path" block added later on in TMCWv4. Aside from being a differently colored variant of sand snow will not accumulate on quartz sand (it was originally added so paths in Ice Plains villages would remain snow-free).
Added quartz sandstone (normal, chiseled, smooth, full smooth; the chiseled texture uses the texture red sandstone uses in 1.8 and full smooth uses the top texture on all sides), reinforced quartz sandstone, which is a variant of obsidian which takes much longer to mine, and quartz sandstone stairs, which give you 6 stairs when crafted instead of 4. Slabs were not added since they are not generated naturally; chiseled quartz sandstone is crafted with 2 regular quartz sandstone arranged vertically and full smooth quartz sandstone is crafted with 2x2 smooth quartz sandstone (only normal sandstone can be crafted into smooth sandstone since otherwise their recipes would conflict). Reinforced quartz sandstone only generates naturally and drops full smooth quartz sandstone when mined.
Added quartz desert biome which uses quartz sand/sandstone instead of regular sand and has a new structure, Quartz Desert Pyramids, which consist of a large main pyramid and two smaller pyramids; the main pyramid contains three floors inside, two of which are mazes, with 16 different mazes for each floor (256 combinations), and the third floor contains a double chest with the same loot as desert temples. The walls of the mazes are made up of reinforced quartz sandstone, which takes 42.5 seconds to mine with an unenchanted amethyst pickaxe, 10 with Efficiency V, which is used to discourage players from mining their way through them, along with several hidden mob spawners spawning zombies and skeletons (located under walls, so lighting up the maze is the best way to disable them).
Jungle and Tropical Swamp use quartz sand underwater and have quartz sand beaches.
Underground biomes are 10 blocks deeper, extending down to around y=32 (within this layer stone, dirt, and gravel are replaced with biome-specific blocks).
Tools with Mending mine slower just before they break so you don't have to check their durability to know that they need to be repaired (this is only really useful for diamond and lower tiers as amethyst can only be repaired with units so you are better off not waiting until they are about to break).
Smooth double stone and sandstone slabs (named as Smooth Stone and Full Smooth Sandstone) can be crafted using 2x2 of their respective half slabs, giving you two of their full blocks. They also drop themselves when mined, thus act like normal blocks and not double slabs, though hammers can convert them back into half slabs.
Petrified Oak Wood Slabs (the old wood slabs) can be crafted with a stone slab sandwiched between 2 oak wood slabs on top of each other, giving you 2 petrified slabs, which look like wood but are mined with a pickaxe and do not burn.
Water and/or lava springs can now generate within biome-specific blocks (e.g. sandstone in deserts) below sea level; Ice Hills and Ice Plains Spikes only have water springs. Oceans and swamps also have more water springs and water lakes below sea level.
More sub-biomes have been added to improve biome generation, such as Volcano and Volcanic Peak in Volcanic Wasteland and biome-specific rivers for Ice Hills and Ice Plains Spikes; a total of 104 biome IDs are now used (plus 2 virtual biome IDs for "full size" Ice Hills and Ice Plains Spikes biomes, which are not actually separate biomes from their sub-biome counterparts but are handled differently).
Boats no longer break if they crash into squid, lilypads, or other boats and otherwise drop themselves instead of planks and sticks (they are also more durable than they are in vanilla, a change previously made to match a change in a 1.8 snapshot).
All plants grow instantly and/or to their full growth stage when bonemealed by a player in Creative mode (trees and mushrooms may not grow if there isn't enough space for all sizes). This was mainly added to make testing easier (larger trees in particular have a high failure rate to reduce their growth rate).
Added mossy, cracked, and chiseled stone brick monster eggs as well as granite, diorite, and andesite variants, which can naturally generate in their respective blocks; silverfish also cannot hide in polished stone variants since there are no equivalent monster eggs (before they would convert any variant into regular stone).
Rubies can now be used in the anvil to reduce the prior work penalty by 5 levels per ruby; each ruby costs up to 5 levels in addition to the prior work penalty and enchantment costs; for example, an unenchanted item with 8 PWP will cost 13 (8 + 5) levels for one ruby and 16 (8 + 5 + 3) for two, or 13 (8 + 5) and 6 (3 + 3) when used separately.
Added many more colors to maps and the ability to assign colors based on metadata so they can more accurately represent blocks.
Added magma blocks to Volcanic Wasteland; they are similar to the 1.10+ blocks except any water on top of them bubbles and emits steam in addition to evaporating (only 1 block deep water steams and evaporates), ice in contact with them melts, and snow cannot accumulate on them; they can be found as patches on the surface and veins similar to ores underground, as well as lakes similar to water/lava lakes.
Changed snowy grass, mycelium, and podzol (which previously didn't have a snowy texture at all) side textures to match their corresponding blocks and the dirt part of all side textures to match dirt.
Dying no longer resets the score displayed in the inventory screen, which now represents the total XP accumulated over the lifetime of the world; the death screen still displays the XP accumulated since your last death (note that XP dropped on death will double count towards the total, as well as the XP gained during the current session).
Witches generated in witch huts no longer despawn, and there are two witches instead of one, and they wear chain armor (not visible) for the equivalent of 50 health, about twice that of normal witches.
The center rooms and staircases in mineshafts now generate wood planks over air in much the same manner as corridors and intersections, and the type of wood for planks and fences is based on the predominant biome within a 5x5 chunk area centered around the mineshaft, generally matching the type of trees present.
Added spruce, birch, and jungle wood fences, which have the same crafting recipe as 1.8+ except you get 4 fences instead of 3, or slightly less than one fence per plank block. The bug where a player tries to "punch" a fence when right-clicking on them was also fixed (this bug was due to the addition of a right-click action for fences so leads could be tied to them but they did not specifically check for one in the player's hand). Villages also use different types of wood for fences; Plains = oak, Savanna = jungle, Meadow = spruce, Ice Plains and Desert = birch.
The durability bar now renders brighter, like in 1.11.
Boulders made out of full smooth sandstone (sand beaches) and cobblestone (gravel beaches) occasionally generate on beaches and on the seafloor nearby; boulders on land generate in 25% of 4x4 chunk regions much as palm trees do, but not in the same chunks.
Optimized lighting; when tested with a 2 repeater clock and redstone lamps the time spent on lighting calculations dropped by 75%, while the time taken to generate a Superflat world set to Mega Forest was halved. While lighting glitches were not fixed the code that checks for and corrects them runs 8 times faster (3.2 vs 25.6 seconds to check all blocks within a chunk; this code was also optimized (vanilla had a lot of redundant block checks) so this does not offset the faster lighting calculations), making them less apparent unless you are quickly moving.
Added variants of rail blocks for all types of rails (normal, activator, detector, powered); texture was also changed to include separate end and side textures (side textures are all the same while end texture matches the top and bottom textures) and block model is sized to the width of rails so they look like a stack of rails (before the same texture was used on all sides and they were full cubes). They can also be placed in two orientations depending on the direction you are facing, north-south or east-west.
Changed window title to "Minecraft 1.6.4 - TheMasterCaver's World (version #)" so it is easy to tell if the mod has been installed properly and the correct version is being used (as otherwise there is no indication that anything is different from vanilla 1.6.4 until you open a world).
If a medium or large slime dies in lava it will split into magma cubes instead of slimes.
To say that TMCWv5 will be a major update is a bit of an understatement - I still have a long list of features or changes to add, including underground. I've also made a lot of technical changes, such as making lighting updates run around 4 times faster (this halves world generation time for a Superflat world set to Mega Forest - most of the time spent generating large trees is actually spent on lighting updates). Some of the features also came from suggestions posted to the forums and Reddit, such as the last one (slimes that die in lava split into magma cubes).
As for running the mod on a server, I have not written it with multiplayer in mind and some of the features won't work properly because they depend on client-server communication and I just used a shared static class for that (this only works if the client and server are inside the same JVM), and/or I assumed that there was only one player in the world. I have never actually tested it on a server by playing on it but it does work if you put it in the server jar and use a utility like Minecraft Land Generator to generate terrain (there is a modified class that I included which has a flag set which disables most features aside from caves and structures which I used for quickly generating terrain for testing).
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?
So in order to be able to use it on multiplayer,the mod has to be reocoded?
Anyways my suggestion was if you could add the stained glass and maybe some tropical islands(This one would be really a great biome that spawns palm trees)
I've been playing the mod for a couple minutes; I haven't even started survival mode with it, and already, I'm having a lot of fun; very well designed and thought out. A lot of it uses common sense, and that's important for any game like Minecraft.
I always seem to be better at writing than verbal communication...
Cool mod!
Have you considered making the rail block a 3D model of rails stacked on top of each other?
Check out my suggestions! Here is one of them:
I mentioned that I changed them in a previous post, in addition to adding variants for all rail types; I found that you can change the size of existing blocks by changing their render bounds (set within the block code itself, not the rendering code) and used this to make them the same size as rails (14 pixels wide) and added separate side textures; they can be placed in two directions (north-south or east-west depending on the direction you are facing):
(while they consist of 9 rails there are actually only 8 rails visible on the sides since you can't get 9 2 pixel high wide textures in a 16x texture)
Note that any more complex changes to rendering would require changing the code that actually renders blocks, which would break compatibility with Optifine since it also changes it (I have not looked at it fully but at the least it would affect mipmaps and natural textures; you'd also need to install Optifine first or the game would crash from a nonexistent method; Optifine itself does not appear to call any methods from outside the class so it is safe to overwrite its version). For example, none of the new types of plants I've added are randomly offset from a block since they specially hardcoded it in for tall grass (instead of adding a flag to the block code so it can be enabled, and even then it uses all three coordinates to calculate the offset so 2-block tall plants would still need their own code). Also, I had to make my own animation for magma blocks since they added code that interpolates frames which is not present in 1.6.4 (there are only 3 frames in the vanilla texture; I made additional frames by using opacities of 25,50,75% for the second layer for 12 separate frames with a frametime of 2, compared to 8 in vanilla for the same speed).
Also, here is some more information, including screenshots, of some of the other things that I've added:
A list of all items:
Amethyst (422)
Amethyst Hoe (423)
Amethyst Shovel (424)
Amethyst Pickaxe (425)
Amethyst Axe (426)
Amethyst Sword (427)
Amethyst Helmet (428)
Amethyst Chestplate (429)
Amethyst Leggings (430)
Amethyst Boots (431)
Ruby (432)
Wooden Hammer (433)
Stone Hammer (434)
Iron Hammer (435)
Diamond Hammer (436)
Gold Hammer (437)
Amethyst Hammer (438)
All blocks, including previously unobtainable vanilla blocks, such as all-bark logs and full smooth double slabs (stone, sandstone, quartz; the last also uses the bottom texture on all sides so it actually looks different from normal quartz blocks):
A closer look at the blocks:
(Note the quartz sandstone block in the center row at right; the chiseled texture is based on red sandstone in vanilla; I recolored normal sandstone by changing the hue/saturation/lightness so it was similar to quartz blocks and drew the Wither symbol myself as it was too difficult to recolor red sandstone to match)
(I originally added versions of the 1.7 flowers as one block high versions with edited textures; these continue to generate in addition to 2 block high versions. Sunflowers do not face any particular direction due to issues with custom rendering, I just added the separate sunflower head texture to the top stem part. Large blue orchids are based on a modified version of the original 1 block texture)
A list of all blocks:
Granite (1:1)
Polished Granite (1:2)
Diorite (1:3)
Polished Diorite (1:4)
Andesite (1:5)
Polished Andesite (1:6)
Coarse Dirt (3:1)
Podzol (3:2)
Quartz Sand (12:1)
Rose Bush (37:1)
Peony (37:2)
Lilac (37:3)
Allium (37:4)
Blue Orchid (37:5)
Oxeye Daisy (37:6)
Paeonia (37:7)
Poppy (37:8)
Red Tulip (37:9)
Pink Tulip (37:10)
Orange Tulip (37:11)
Yellow Tulip (37:12)
White Tulip (37:13)
Cyan Rose (37:14)
Azure Bluet (37:15)
Smooth Stone (43:8)
Full Smooth Sandstone (43:9)
Smooth Quartz Block (43:15)
Amethyst Ore (49:1)
Block of Amethyst (49:2)
Reinforced Quartz Sandstone (49:3)
Spruce Fence (85:1)
Birch Fence (85:2)
Jungle Fence (85:3)
Mossy Stone Brick Monster Egg (97:3)
Cracked Stone Brick Monster Egg (97:4)
Chiseled Stone Brick Monster Egg (97:5)
Granite Monster Egg (97:6)
Diorite Monster Egg (97:7)
Andesite Monster Egg (97:8)
Quartz Sandstone (160:0)
Chiseled Quartz Sandstone (160:1)
Smooth Quartz Sandstone (160:2)
Full Smooth Quartz Sandstone (160:3)
Quartz Sandstone Stairs (161)
Magma Block (162)
Packed Ice (174)
Tallgrass (175:0 + 175:1)
Large Fern (175:2 + 175:3)
Large Rose Bush (175:4 + 175:5)
Sunflower (175:6 + 175:7)
Large Peony (175:8 + 175:9)
Large Lilac (175:10 + 175:11)
Large Blue Orchid (175:12 + 175:13)
Diamond Ender Chest (176)
Cobweb block (177)
Empty Monster Spawner (178)
Lit Empty Monster Spawner (179)
Bone Block (180)
Ruby Ore (181)
Ruby Block (182)
Rail Block (183:0)
Activator Rail Block (183:1)
Detector Rail Block (183:2)
Powered Rail Block (183:3)
Some detailed look at new blocks and items:
Magma blocks cause water to bubble, as well as steam and randomly evaporate when only 1 block deep (the bubbles are purely aesthetic and unrelated to 1.13's bubble columns and I added them beforehand), and will melt ice that is in direct contact with them. Aside from this they are basically the same as the vanilla blocks (cause 1 damage per half second unless sneaking; death message is that of fire, and mobs avoid walking on them and cannot spawn on them unless they are immune to fire. They also do not generate in the Nether, which is entirely unmodified):
(the steam looks better when Optifine is used since it fixes particle rendering)
Magma blocks also generate on the surface and underground in Volcanic Wasteland, the latter as both lakes and veins of ore:
There are more variants of monster eggs, including variants added in 1.8 (vanilla 1.6.4 only has stone, cobblestone and normal stone brick) and variants for the 1.8 stone types (the type of stone they generate in is used to determine their appearance). They also take less time to mine (not instantly as was done at first, now similar to using Eff V to mine stone so you can still catch them if you use slower tools and are quick):
Note that silverfish can't enter polished stone variants since there is no variant for them (previously they would change them to normal stone). Silverfish also spawn naturally underground, similar to cave spiders, but naturally spawned silverfish can't enter blocks, only ones from spawners or monster eggs (I added a new NBT tag to mobs that indicates how they were spawned; this is also used so cave spider jockeys only spawn naturally, not from spawners).
Bark blocks can be crafted, with the recipe returning 4 (not 3 as in the 1.13 snapshots); since they naturally generate in most trees (branches and the top of trunks, which otherwise shows the exposed end on Fancy graphics) I decided to have them drop normal logs unless mined with Silk Touch, which isn't really necessary since there is no conversion loss and you can recraft them in your inventory; you can also craft them into planks (I have not checked in-game but the Wiki does not show that bark logs can be used to make planks and only mentions that stripped logs can):
Hammers are able to convert various blocks into other blocks, including cobblestone to gravel and gravel to sand, making the latter renewable (and dirt since coarse dirt gives you 4 for 2 dirt and 2 gravel):
Similarly, furnaces, chests, and many other blocks can be converted back to raw materials (in most cases you only get a fraction back; Fortune can improve drop rates. One notable exception is quartz, which always drops 4 quartz, making it an easy way to store quartz):
(the other items dropping are their contents; the way hammers work is by completely bypassing the normal drop code but they still drop their contents as usual since they come from the tile entity)
Notably, hammers mine glass-based blocks faster, including glowstone and beacons (no tools are effective against these blocks in vanilla. Glowstone behaves the same as when mined with anything else; Silk Touch cannot be applied to hammers and won't work even if you hack it on). They also have half the mining speed as other tools, including with Efficiency (i.e. Efficiency adds half the speed modifier as for other tools so an Eff V hammer is half as fast, otherwise, Efficiency works such that slower tools benefit more). They also enable you to obtain the all-pores mushroom block, otherwise, Silk Touch lets you get the all-cap or all-stem texture (from the cap or stem blocks respectively, hammers cause both to drop pores). Here is a list of all blocks hammers are effective against:
Rubies now have an actual use besides crafting blocks; they can be used in the anvil to reduce the prior work penalty of an item by 5 levels per ruby, with a cost of (PWP + rubies * 5. The actual cost per ruby can be less than 5; e.g. 5 and 1 for a PWP of 6 and 2 rubies). Mending does not make this redundant since rubies can be used to keep items which are too expensive for Mending (repairing an item with Mending includes the cost of its enchantments as well as the repair itself); since rubies only generate in Rocky Mountains this makes them valuable for such items:
After using one ruby, the cost is now 2, or 1 + 1:
Trying to use a ruby on an item with no penalty (or Mending, as it sets the penalty to 0):
Using two rubies at once results in a cost of 12 levels (6 + 5 + 1):
A couple new enchantments have been added; first is Vein Miner, which can mine multiple blocks at once, either up to 6 or 18 depending on the level (level 1 mines the block being mined plus the 6 adjacent to it while level 2 mines the blocks adjacent to blocks mined by level 1. Note that while level 1 can mine up to 7 blocks tone of the surrounding 6 blocks has to be missing in order to reach the center block. Also, this only works on ores and all blocks must match the block actually being mined; statistics correctly count the total blocks mined):
I also added Smelting, which causes iron and gold ore to drop ingots and XP (1-3 for iron and 2-6 for gold, which is based on their relative abundance and the XP from other ores; coal is still the largest source of XP from mining when caving), and can be used with Fortune but not Vein Miner or Silk Touch (Vein Miner and Smelting are incompatible so you can't have it too easy; they can also only be found in naturally generated chests, not even from trading, so they are actually "treasure" enchantments, unlike Mending):
Another change is to the durability bar, which now renders as it does since 1.12 (I did not use any code from vanilla for this or anything else; the way I made the brightness stay constant is to have green be at 100% from 100-50% durability and fall from 100-0% at 50-0% durability and red stay at 0% from 100-50% durability then rise from 0-100% at 50-0% durability):
Vines now generate much deeper underground below jungles, to which I'm also considering adding some sort of special cave chambers with underground vegetation (probably only trees, vines, and grass blocks; I'd have to add a special variant of grass for it to survive in darkness, and placing light sources is unreliable):
Giant mushrooms are no longer exclusive to giant cave regions, but less common outside of them; additional variations are also considered to be added beyond the two types of caps, which already do generate in both colors for each:
The type of wood used in abandoned mineshafts depends on the type of trees in the predominant biome within a 5x5 chunk area around the center room (biomes without trees also have their own wood types):
This includes fences, for which I added variants for all wood types; notably, instead of adding 3 more block IDs I added data values to the original block, just as they did in Pocket Edition (metadata is not used to determine how they render); by using data values I did not need to modify all of the code that referenced Block.fence, including the code that makes fences connect to each other. In addition, unless you are holding a lead nothing happens when you right-click on a fence, fixing an annoying vanilla bug which prevents you from eating when looking at a fence, or worse, able to place a block where your head is. In addition, you get 4 fences instead of 3 (or 2 in vanilla before 1.8), or about one per plank used (same recipe as 1.8; 4 planks + 2 sticks is equivalent to 5 planks. The vanilla 1.6.4 recipe (6 sticks) still works for oak fences since I did not want to modify a different class just to remove it):
See: https://minecraft.gamepedia.com/Fence#Data_values (note the IDs for Bedrock Edition)
Jungle and Tropical Swamp now use quartz sand instead of normal sand for beaches and underwater sand patches; you can also see a couple boulders on the beach, which are made out of full smooth sandstone (using the double slab block for normal sandstone, which also behaves like a "real" block and not two half-slabs when mined) on sand beaches and cobblestone on gravel beaches; they also generate on the seafloor nearby, as seen to the left:
(the water looks clear because I had Night Vision; however, I did reduce the light opacity of water and ice from 3 to 2, allowing light to travel 50% further underwater, or to the bottom of the deepest riverbeds. I also added code that ensures that Optifine works correctly by setting the opacity to 2 when it tries to set it to 3 (when Clear Water is off), as well as changing the opacity of ice, which is not changed by Optifine, when the opacity of water is changed)
A new biome; Quartz Desert, has been added, which also includes a new structure of my own making; several other sub-biomes have also been added (102 total biome IDs are now used for the Overworld) to improve world generation:
(also, why in the world do so many mods use such insane amounts of memory and resources? I have seen no increase in memory requirements over vanilla, and indeed, vanilla has not either, despite the high GC churn rate in 1.8+, which is more of a matter of keeping up with object allocations than real memory usage)
Here is a look at a quartz desert pyramid, which consists of a large main pyramid and two smaller pyramids; the main pyramid contains three floors, two of which are mazes and the third is a small room containing a double chest with similar loot as desert temples. There are 16 different mazes for each floor (a total of 256 combinations) and the walls are made out of reinforced quartz sandstone, a special variant of obsidian which takes longer to mine (10 seconds with an Eff V amethyst pickaxe) and drops full smooth quartz sandstone (which looks exactly the same) when mined, which is to discourage just mining your way through; there are also 3 skeleton and zombie spawners located in the floors of the first and second floors (placed under walls):
Also, maps have many more new colors (not the same as the colors added to vanilla since 1.6.4); the majority of blocks have remapped colors, including variants of blocks like wool and stained clay (1.6.4 only uses the block ID to determine the color):
There are many other changes and additions that are not listed here as well. This includes major refactorings of code; for example, world generation is more than twice as fast when generating biomes with huge trees, like Mega Forest, in large part due to optimizations to lighting, which is 4 times faster (the code that helps fix lighting glitches also runs faster by checking more blocks at once, helping to reduce their visibility); cave generation is also nearly twice as fast, in large part due to using a better random number generator which is also actually 64 bits (Java's Random only uses 48 bits, meaning that for every seed there are 65535 other seeds that have the same underground and other non-biome dependent features, even the underlying height variations of terrain).
Also, here is a list of all the classes used to give you an idea of the complexity of the mod, which has a total of 309 files, including 205 source code files, 2/3rds of which are new classes as opposed to (unrenamed) vanilla base classes (which may still be extensively modified; part of my refactoring involved renaming as many modified base classes as possible, e.g. MapGenMineshaft to MapGenMineshaftTMCW, which is 35 times bigger than the vanilla class) and 104 assets, totaling 2.85 MB, 95% of which is code (for comparison, TMCWv4 has 228 files totaling 2.39 MB). The largest class is MapGenCavesRavines, which is 183 KB and has over 4,000 lines, all written by myself (the basic algorithm used by vanilla is still present):
BiomeDecoratorTMCW
BiomeGenBase
BiomeGenBeaches
BiomeGenBigOakForest
BiomeGenBirchForest
BiomeGenBushlands
BiomeGenDeserts
BiomeGenExtremeHills
BiomeGenForestMountains
BiomeGenForests
BiomeGenGreatForest
BiomeGenIceHills
BiomeGenIcePlains
BiomeGenJungles
BiomeGenMeadow
BiomeGenMegaForest
BiomeGenMegaTaiga
BiomeGenMegaTreePlains
BiomeGenMesa
BiomeGenMixedForest
BiomeGenQuartzDesert
BiomeGenRockyMountains
BiomeGenRoofedForest
BiomeGenSavanna
BiomeGenSpruceHills
BiomeGenSwampland
BiomeGenTaigas
BiomeGenTropicalSwamp
BiomeGenVolcanicWasteland
Block
BlockBoneBlock
BlockCacti
BlockCobwebBlock
BlockDeadBushes
BlockDiamondEnderChest
BlockDoublePlant
BlockEmptySpawner
BlockGrassFix
BlockMagmaBlock
BlockMonsterEgg
BlockMyceliumFix
BlockNewDirt
BlockNewFlowers
BlockNewLog
BlockNewSand
BlockNewStone
BlockObsidianAmethyst
BlockPackedIce
BlockQuartzSandstone
BlockRailBlock
BlockRubyOre
BlockSaplingTMCW
BlocksMined
BlockSnowLayer
BlockStoneSlab
BlockWoodFence
Bonemeal
ChestItemRenderHelper
Chunk
ChunkCache
ChunkCoordIntPair
ChunkProviderTMCW
ComponentMineshaft
ComponentStronghold
ComponentStrongholdChestCorridor
ComponentStrongholdCrossing
ComponentStrongholdLibrary
ComponentStrongholdPortalRoom
ComponentStrongholdRoomCrossing
ComponentVillage
ComponentVillageStartPiece
ContainerEnchantment
ContainerRepair
CustomEnchantmentHelper
CustomMapColors
CustomMapItemRenderer
DesertTemple
Enchantment
EnchantmentMending
EnchantmentSmelting
EnchantmentVeinMiner
EntityAIAvoidEntity
EntityAICreeperSwell
EntityAIMeleeAttack
EntityAnimal
EntityBat
EntityBoat
EntityCaveSpider
EntityEnderman
EntityGiantZombie
EntityLiving
EntityLivingBase
EntityMob
EntityMooshroom
EntityPlayer
EntitySilverfish
EntitySlime
EntitySpider
EntityWolf
EntityZombie
EnumArmorMaterial
EnumToolMaterial
Explosion
ExtendedBlockStorage
GenLayerBiomes
GenLayerClimateZones
GenLayerEdge
GenLayerFunctions
GenLayerLandIslands
GenLayerOceanIslands
GenLayerRivers
GenLayerSubBiome
GenLayerTMCW
GuiInventory
GuiRepair
Igloo
IntHashMap
InventoryDiamondEnderChest
Item
ItemCustomMap
ItemDye
ItemHammer
ItemModShears
ItemRenderer
ItemStoneSlab
JungleTemple
LightUpdater
LongHashMap
MapGenCavesRavines
MapGenCustomStructures
MapGenMineshaftTMCW
MapGenStrongholdTMCW
MapGenStructure
MapGenVillageTMCW
Minecraft
MinecraftServer
MineshaftCorridor
MineshaftCross
MineshaftRoom
MineshaftStairs
MineshaftStart
MobSpawnerBaseLogic
NetClientHandler
NetServerHandler
Particle
PathFinderFix
PathNavigateFix
QuartzDesertPyramids
Random64
RandomPositionGenerator
RecipesCrafting
RenderBiped
RenderItem
RenderItemFrame
ServerParticleFix
SpawnerAnimals
StructureScatteredFeatureStart
StructureStrongholdPieceWeight3
StructureVillagePiecesTMCW
TerrainNoiseGenerator
TileEntityEnderChestRenderer
VillageBlacksmith
VillageDoubleField
VillageField
VillagePath
WitchHut
World
WorldChunkManager
WorldGenBigJungleTree
WorldGenBigOakTree
WorldGenBoulder
WorldGenBush
WorldGenCacti
WorldGenCaveMushrooms
WorldGenDeadBushes
WorldGenDeadTree
WorldGenDoublePlant
WorldGenDungeonsTMCW
WorldGenFossils
WorldGenGreatForestTree
WorldGenHighGrass
WorldGenIcePath
WorldGenIceSpike
WorldGenLakesAlt
WorldGenMeadowTree
WorldGenMegaTaigaTrees
WorldGenMegaTree
WorldGenMushrooms
WorldGenNewFlowers
WorldGenOasis
WorldGenOre
WorldGenPalmTree
WorldGenPatches
WorldGenPoplarTree
WorldGenRoofedForestTree
WorldGenSavannaTree
WorldGenSmallTrees
WorldGenSprings
WorldGenSpruceTrees
WorldGenSwampLakes
WorldGenSwampTree
WorldGenUnderwaterSand
WorldGenVolcanicTrees
WorldProvider
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 only changed the spawn conditions for cave spiders so they only spawn below sea level; otherwise, they shouldn't be spawning in areas that are properly lit, nor did I ever experience this when I played; it may be that you are not using enough torches, which have to be closer together than commonly thought (a torch on the ground can prevent spawns up to 6 blocks away or 12 blocks between torches but only along an axis; to optimally light up a flat surface they have to be 11 blocks apart with 5 blocks between rows which are alternately offset by 5 blocks, as shown in this image. Uneven ground requires an even closer spacing):
(I only place torches so I can see well; while not released yet TMCWv5 changes the way light renders so a light level of 0 appears completely dark, which I've previously added to my own personal modded version of Optifine; the number of torches that I use pretty much prevents mob spawns with the exceptions of darker recesses, like a spot near the upper-right of the last screenshot. I did not add this to TMCW before since I wasn't sure if I could change how light renders without modifying an Optifine-modified class)
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 have not noticed a decrease in mobs in caves at night beyond what you'd see in vanilla; the 32 block random despawn radius still applies and a 128 block sphere is large enough that even if you are near bedrock the radius at the surface is still in excess of 96 blocks, the radius I use; I made a quick diagram and found that if you are at y=4 (lava level) the surface has to be at around y=90 or higher in order to give more spawning space than a 128 block radius sphere does:
Also, the effect of reducing the radius (for a flat level surface) on the density is quite significant; 96 blocks is 75% of 128 but the area is the square of this, or only 56.25%. I did reduce the mob cap from 79 to 70 (70 is actually what was intended but an error in the mob cap calculation caused all caps to be about 13% higher; this was fixed in vanilla in 1.8) but this still gives about a 57% higher density of mobs than vanilla 1.6.4 (this difference will be less when considering all 3 dimensions since a sphere is smaller away from its equator. Conversely, the 24 block "no spawn" zone around the player is relatively greater for a 96 block radius than it is for a 128 block radius).
Part of your observation may be due to variations in local cave density as well as cave structure (in particular, vertical caves are harder for mobs to navigate and restrict spawning due to pack spawn mechanics, which favor flat surfaces; the Unmined image you posted before shows such a cave system near the bottom), which is much greater than it is in current vanilla versions (since 1.7) and greater than it is in vanilla 1.6.4; once I've lit up most of the caves in the area I've seen quite a lot of mobs; in one extreme case I killed around 600 in a single giant cave which I explored after I'd explored all the caves around it:
Another thing to consider is how I handle "regional" difficulty, which is only based on total playtime, reaching a maximum after 100 hours on Easy and Normal and 75 hours on Hard (the point at which it remains at 100% regardless of moon phase, which still affects slime spawns, similar to how versions before 1.6 behaved), which also affects the followRange of zombies (unaffected by regional difficulty in vanilla prior to 1.8), which in turn means they are less common earlier on (due to not being able to pathfind from as far away, not because they spawn more or less often than other common mobs) and they are a majority of mobs encountered. You can easily bypass this though by using NBTExplorer to edit the "time" field in level.dat; 100 hours is 7200000 ticks (by the time I reach the "end-game" and start caving it has risen to around 50% of its maximum; I spent a total of 22.46 days playing my last world so about 81% of the total time was spent at maximum difficulty).
Also, here are the overall statistics for my last world; I killed about 2,500 mobs prior to when I started caving, when nearly all the mobs I killed were while caving, with 121 play sessions spent caving for an average of about 350 mobs killed per session (for comparison, I've averaged about 296 mobs per session in my first world, which does include a lot more passive mobs, including after the "early-game", which is all but insignificant at this point, since I trade for diamond gear for repairs. Also, this has increased from around 270 a year or two ago as I've explored a lot of areas under the ocean, where I do notice that mobs are more common due to the reduction in spawnable areas):
As mentioned before, my experience may be different from the typical player because I light up virtually every single cave within the explored world, as seen on these renderings, which constrains mob spawns to around half the spawnable area underground as I progress along a "front" of lit-up caves (I placed more than 118,000 torches in this world):
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 wonder if the Master Cavers World version 5 will work with Windows XP. (I am asking this again because I post this in the wrong thread)
I cannot use this account anymore
Will you make TheMasterCaver's World available for smartphones?
I cannot use this account anymore
Only if they can run Java - there is no question of ever porting it to Bedrock, which doesn't even allow this sort of modding anyway, and the changes that I've made to the core game in the upcoming TMCWv5 are so extensive that it really is a separate version of the game at this point, as different from 1.6.4 as 1.13 is, both in features as well as internal code (for example, this shows how much I've modified various core classes, not even considering all of my own classes, which make up about 3/4 of all classes. In fact, the source for TMCWv5 is more than half the size of the original 1.6.4 source, and 3 times the size of TMCWv4, including 5 times the assets/textures, just to give you an idea of the magnitude of what TMCWv5 will be like - I've probably spent over 600 hours on it over the past 6 months, virtually all the time which I'd normally spend playing, adding close to one new feature every day, including many things which I've never previously added, such as new entities (imagine running into the "The Killer Rabbit of Caerbannog", which naturally spawn (don't worry, not within 256 blocks of world spawn and they deal less damage in trade for more armor/health), none of this "let's add mobs which never naturally spawn" nonsense (previously I made Giants naturally spawn, and updated them to the newer AI in TMCWv5 so they navigate obstacles better; 1.8 simply removed their AI entirely, making them useless even if you did spawn them in), tile entities (aside from a simply copy of Ender chests; flower pots now correctly render all flowers, and much more with 60+ plants and 120+ rendered variants; furnaces can properly smelt new items and burn more types of fuel), new block models (e.g. "rail blocks" render as a stack of rails with 2 directions and not just a cube with an opaque rail texture) and modifying other dimensions).
Porting it to even a newer version of Java is completely out of the question (and of not much point, especially given that I've added many new features, if many altered as I see fit, like Mending, attacking, and rabbits); I'd have to totally rewrite massive parts of the code (or rather, vanilla, which is coded so badly that TMCWv5 literally outperforms 1.13 by an order of magnitude when it comes to world generation or game startup time*, with 1.12.2 not being much better. A lot of my code is heavily dependent on numerical IDs for performance, which were removed in newer versions, even internally, unless you rely on expensive getters/IBlockState objects/hashmap lookups, as well as minimal unnecessary object allocations (memory usage is still only around 100 MB, even in the Nether (more blocks loaded) if anything, even less than vanilla - I can't even imagine why even big modpacks require gigabytes of memory unless they are using 512x textures or something, as 300 such textures would be 300 MB but 16x is only 300 KB).
*This tells you all you need to know about just how bad Mojang's coding practices are:
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] (Session ID is null)
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] LWJGL Version: 2.9.0
16:21:32 - 2018-09-17 16:21:32 [CLIENT] [INFO] Reloading ResourceManager: Default, ModTextures
16:21:32 -
16:21:32 - Starting up SoundSystem...
16:21:33 - Initializing LWJGL OpenAL
16:21:33 - (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
16:21:33 - OpenAL initialized.
16:21:33 -
16:21:33 - Texture size: textures/blocks, 512x512
16:21:34 - Texture size: textures/items, 512x256
16:21:34 - 2018-09-17 16:21:34 [CLIENT] [SEVERE] Realms: Server not available!
[11:23:30] [Client thread/INFO]: Setting user: TheMasterCaver
[11:23:32] [Client thread/WARN]: Skipping bad option: lastServer:
[11:23:32] [Client thread/INFO]: LWJGL Version: 3.1.6 build 14
[11:23:37] [Client thread/INFO]: Reloading ResourceManager: Default
[11:24:02] [Sound Library Loader/INFO]: Starting up SoundSystem...
[11:24:02] [Thread-2/INFO]: Initializing No Sound
[11:24:02] [Thread-2/INFO]: (Silent Mode)
[11:24:02] [Thread-2/INFO]: OpenAL initialized.
[11:24:02] [Sound Library Loader/INFO]: Preloading sound minecraft:sounds/ambient/underwater/underwater_ambience.ogg
[11:24:02] [Sound Library Loader/INFO]: Sound engine started
[11:24:08] [Client thread/INFO]: Created: 1024x512 textures-atlas
[11:24:12] [Client thread/INFO]: Narrator library for x86 successfully loaded
World creation time between TMCWv5 and 1.13:
14:47:12 - 2018-08-25 14:47:12 [SERVER] [INFO] Generating keypair
14:47:12 - 2018-08-25 14:47:12 [SERVER] [INFO] Converting map!
14:47:12 - 2018-08-25 14:47:12 [SERVER] [INFO] Scanning folders...
14:47:12 - 2018-08-25 14:47:12 [SERVER] [INFO] Total conversion count is 0
14:47:12 - 2018-08-25 14:47:12 [SERVER] [INFO] Preparing start region for level 0
14:47:13 - 2018-08-25 14:47:13 [SERVER] [INFO] Preparing spawn area: 15%
14:47:14 - 2018-08-25 14:47:14 [SERVER] [INFO] Preparing spawn area: 32%
14:47:15 - 2018-08-25 14:47:15 [SERVER] [INFO] Preparing spawn area: 48%
14:47:16 - 2018-08-25 14:47:16 [SERVER] [INFO] Preparing spawn area: 65%
14:47:17 - 2018-08-25 14:47:17 [SERVER] [INFO] Preparing spawn area: 83%
14:47:18 - 2018-08-25 14:47:18 [SERVER] [INFO] Player582[/127.0.0.1:0] logged in with entity id 215 at (-226.5, 64.0, -56.5)
[16:50:16] [Server thread/INFO]: Starting integrated minecraft server version 1.13
[16:50:16] [Server thread/INFO]: Generating keypair
[16:50:16] [Server thread/INFO]: Found new data pack vanilla, loading it automatically
[16:50:16] [Server thread/INFO]: Reloading ResourceManager: Default
[16:50:17] [Server thread/INFO]: Loaded 524 recipes
[16:50:18] [Server thread/INFO]: Loaded 571 advancements
[16:50:29] [Server thread/INFO]: Preparing start region for level 0
[16:50:30] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:31] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:32] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:33] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:34] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:35] [Server thread/INFO]: Preparing spawn area: 0%
[16:50:36] [Server thread/INFO]: Preparing spawn area: 4%
[16:50:37] [Server thread/INFO]: Preparing spawn area: 4%
[16:50:37] [Server thread/INFO]: Preparing spawn area: 8%
[16:50:38] [Server thread/INFO]: Preparing spawn area: 8%
[16:50:38] [Server thread/INFO]: Preparing spawn area: 12%
[16:50:39] [Server thread/INFO]: Preparing spawn area: 12%
[16:50:40] [Server thread/INFO]: Preparing spawn area: 16%
[16:50:41] [Server thread/INFO]: Preparing spawn area: 16%
[16:50:41] [Server thread/INFO]: Preparing spawn area: 20%
[16:50:42] [Server thread/INFO]: Preparing spawn area: 20%
[16:50:42] [Server thread/INFO]: Preparing spawn area: 24%
[16:50:43] [Server thread/INFO]: Preparing spawn area: 24%
[16:50:43] [Server thread/INFO]: Preparing spawn area: 28%
[16:50:44] [Server thread/INFO]: Preparing spawn area: 28%
[16:50:45] [Server thread/INFO]: Preparing spawn area: 32%
[16:50:46] [Server thread/INFO]: Preparing spawn area: 32%
[16:50:46] [Server thread/INFO]: Preparing spawn area: 36%
[16:50:47] [Server thread/INFO]: Preparing spawn area: 36%
[16:50:47] [Server thread/INFO]: Preparing spawn area: 40%
[16:50:48] [Server thread/INFO]: Preparing spawn area: 40%
[16:50:48] [Server thread/INFO]: Preparing spawn area: 44%
[16:50:49] [Server thread/INFO]: Preparing spawn area: 44%
[16:50:50] [Server thread/INFO]: Preparing spawn area: 48%
[16:50:51] [Server thread/INFO]: Preparing spawn area: 48%
[16:50:51] [Server thread/INFO]: Preparing spawn area: 52%
[16:50:52] [Server thread/INFO]: Preparing spawn area: 52%
[16:50:52] [Server thread/INFO]: Preparing spawn area: 56%
[16:50:53] [Server thread/INFO]: Preparing spawn area: 56%
[16:50:54] [Server thread/INFO]: Preparing spawn area: 60%
[16:50:55] [Server thread/INFO]: Preparing spawn area: 60%
[16:50:55] [Server thread/INFO]: Preparing spawn area: 64%
[16:50:56] [Server thread/INFO]: Preparing spawn area: 64%
[16:50:57] [Server thread/INFO]: Preparing spawn area: 68%
[16:50:58] [Server thread/INFO]: Preparing spawn area: 68%
[16:50:58] [Server thread/INFO]: Preparing spawn area: 72%
[16:50:59] [Server thread/INFO]: Preparing spawn area: 72%
[16:50:59] [Server thread/INFO]: Preparing spawn area: 76%
[16:51:00] [Server thread/INFO]: Preparing spawn area: 76%
[16:51:01] [Server thread/INFO]: Preparing spawn area: 80%
[16:51:02] [Server thread/INFO]: Preparing spawn area: 80%
[16:51:02] [Server thread/INFO]: Preparing spawn area: 84%
[16:51:03] [Server thread/INFO]: Preparing spawn area: 84%
[16:51:04] [Server thread/INFO]: Preparing spawn area: 88%
[16:51:05] [Server thread/INFO]: Preparing spawn area: 88%
[16:51:05] [Server thread/INFO]: Preparing spawn area: 92%
[16:51:06] [Server thread/INFO]: Preparing spawn area: 92%
[16:51:07] [Server thread/INFO]: Preparing spawn area: 96%
[16:51:08] [Server thread/INFO]: Preparing spawn area: 96%
[16:51:09] [Server thread/INFO]: Preparing spawn area: 100%
[16:51:09] [Server thread/INFO]: Time elapsed: 39548 ms
[16:51:15] [Server thread/INFO]: Changing view distance to 8, from 10
[16:51:15] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 6273ms or 125 ticks behind
[16:51:16] [Server thread/INFO]: TheMasterCaver[local:E:9c83432b] logged in with entity id 541 at (-209.5, 68.0, 57.5)
Maybe 1.13 is just a lot slower than older versions? Well, here is 1.12.2:
[17:05:36] [Client thread/INFO]: LWJGL Version: 2.9.4
[17:05:36] [Client thread/INFO]: Reloading ResourceManager: Default
[17:05:54] [Sound Library Loader/INFO]: Starting up SoundSystem...
[17:05:54] [Thread-3/INFO]: Initializing LWJGL OpenAL
[17:05:54] [Thread-3/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[17:05:55] [Thread-3/INFO]: OpenAL initialized.
[17:05:55] [Sound Library Loader/INFO]: Sound engine started
[17:05:59] [Client thread/INFO]: Created: 1024x512 textures-atlas
[17:06:01] [Client thread/INFO]: Narrator library for x86 successfully loaded
[17:06:34] [Server thread/INFO]: Starting integrated minecraft server version 1.12.2
[17:06:34] [Server thread/INFO]: Generating keypair
[17:06:34] [Server thread/INFO]: Loaded 488 advancements
[17:06:35] [Server thread/INFO]: Preparing start region for level 0
[17:06:36] [Server thread/INFO]: Preparing spawn area: 5%
[17:06:37] [Server thread/INFO]: Preparing spawn area: 8%
[17:06:38] [Server thread/INFO]: Preparing spawn area: 12%
[17:06:39] [Server thread/INFO]: Preparing spawn area: 14%
[17:06:40] [Server thread/INFO]: Preparing spawn area: 17%
[17:06:41] [Server thread/INFO]: Preparing spawn area: 19%
[17:06:42] [Server thread/INFO]: Preparing spawn area: 22%
[17:06:43] [Server thread/INFO]: Preparing spawn area: 25%
[17:06:44] [Server thread/INFO]: Preparing spawn area: 28%
[17:06:45] [Server thread/INFO]: Preparing spawn area: 31%
[17:06:46] [Server thread/INFO]: Preparing spawn area: 33%
[17:06:47] [Server thread/INFO]: Preparing spawn area: 36%
[17:06:48] [Server thread/INFO]: Preparing spawn area: 39%
[17:06:49] [Server thread/INFO]: Preparing spawn area: 42%
[17:06:50] [Server thread/INFO]: Preparing spawn area: 46%
[17:06:52] [Server thread/INFO]: Preparing spawn area: 49%
[17:06:53] [Server thread/INFO]: Preparing spawn area: 52%
[17:06:54] [Server thread/INFO]: Preparing spawn area: 55%
[17:06:55] [Server thread/INFO]: Preparing spawn area: 58%
[17:06:56] [Server thread/INFO]: Preparing spawn area: 62%
[17:06:57] [Server thread/INFO]: Preparing spawn area: 65%
[17:06:58] [Server thread/INFO]: Preparing spawn area: 68%
[17:06:59] [Server thread/INFO]: Preparing spawn area: 72%
[17:07:00] [Server thread/INFO]: Preparing spawn area: 75%
[17:07:01] [Server thread/INFO]: Preparing spawn area: 78%
[17:07:02] [Server thread/INFO]: Preparing spawn area: 82%
[17:07:03] [Server thread/INFO]: Preparing spawn area: 85%
[17:07:04] [Server thread/INFO]: Preparing spawn area: 88%
[17:07:05] [Server thread/INFO]: Preparing spawn area: 92%
[17:07:06] [Server thread/INFO]: Preparing spawn area: 96%
[17:07:07] [Server thread/INFO]: Changing view distance to 8, from 10
[17:07:08] [Server thread/INFO]: TheMasterCaver[local:E:ad4a4147] logged in with entity id 910 at (187.5, 69.0, 244.5)
[17:07:08] [Server thread/INFO]: TheMasterCaver joined the game
That's not all either; as seen here even in the Nether the game only uses around 100 MB of memory, with a max allocation of just 256 MB being enough (512 MB to provide a good margin, as switching dimensions does require temporarily loading 2x the chunks; I had started the game while still in the Nether); people also often say that the Nether lags because of e.g. all the ticking fire blocks - yet here it is only spending 2.1 ms or 4.2% of the allotted tick time even as it is still doing a lot of chunk updates in freshly generated terrain (in part because I fixed MC-119994, which not only reduces tick load but eliminates a memory leak):
(this also shows some new features - I've never modified any dimensions other than the Overworld until now. Aside from adding ravines, with a similar size variation as the Overworld, and larger/more varied caves and cave systems, with a secondary lava level at y=4, there are also 100-200 block long veins of magma blocks (generated like caves, not normal ores), giant mushrooms, gold ore, and lakes of lava and magma blocks (based on Overworld water/lava lakes, some of the latter of which are magma blocks). I also flattened bedrock to one layer at the top and bottom and extended the ranges of features to utilize the entire height range, as vanilla does not place many of them in the lowermost/uppermost 10 layers)
I have not directly improved rendering, aside from a few blocks, such as fences (which are terrible; I made them render a staggering 24 times faster) but chunk updates are improved due to optimized accessing of raw data in chunks (I recently figured out how to make my own block rendering code which hooks into the vanilla code without modifying any classes which Optifine modifies; for example, I added saguaro cactus, which has many different block models so cactus blocks can connect as branches, or multi-blocks which behave like a single block, including block selection and collision).
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?
When teleporting to a Network Cave Region, sometimes it takes me to a mineshaft, giant cave region, a maze cave system, or nothing at all. Is this normal?
Are you sure that you are using the correct version, both for the mod and CaveFinder? There are often differences in the locations of caves between the normal and "no exclusion" versions because there is code that ensures that at least one colossal cave system and giant cave region generates within about 1024 blocks of the origin due to their rarity, by changing the layout until at least one generates, which also affects the locations of some other caves. Since they normally can't generate near the origin this means that there is a good chance that "no exclusion" will be different (around 30% each).
For example, the following are from the same seed; only one of three network cave regions within 1024 blocks is in about the same location in both versions (if you teleport to the center you'll be within it in either case. Note that the location that CaveFinder gives are for the northwest and southeast corners of the 12x12 chunk region they generate in and other types of caves may extend into the edges):
Normal:
1: -320, -800 to -129, -609
2: 688, -592 to 879, -401
3: -928, 848 to -737, 1039
No exclusion (note the giant cave region near the center; since the same algorithm places network cave regions, maze cave systems, and vertical cave systems these are all different, in addition to any other types of caves they may displace):
1: -752, -208 to -561, -17
2: 672, 368 to 863, 559
3: -848, 848 to -657, 1039
Also, unlike other types of caves network cave regions can have mineshafts in them, as well as cave clusters, including single maze caves (only "normal" caves are excluded from them).
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 am using a custom version of the mod. I found it in one of your posts, is this why?
The only download that I know of is for a world that I played, which is indeed slightly different from what you'd get from the downloaded mod since I made some changes after I started playing that changed the locations of some caves (the aforementioned changes that ensure that certain types of caves generate within 1024 blocks of the origin), which I had not implemented as they would cause unpredictable changes. In that case I have a list of locations at the end of this post (incidentally, the examples I gave above used the same seed; the three closest network cave regions match the locations given by the "no exclusion" version, but they may not always be the same elsewhere).
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 noticed this mod fixes the broken big oak tree generation present in 1.6, is there a way you could isolate that into a patch by itself? I unfortunately can't use the whole mod due to needing forge for other mods.
Here: https://www.dropbox.com/s/j9ua82ujp5zjgpx/BigOakFix.zip?dl=0
This fixes the following bugs (some of which were not fixed until 1.13):
I can't guarantee compatibility with other mods though, especially ones that add their own trees, either by copying the class or if Forge allows mods to change the types of leaves and wood that they use and blocks they can grow on (if mods try to access nonexistent code it will result in a crash on game load and/or world generation). There may also be unintended effects if a mod tries to change the "shape" of a tree (vanilla had some fields set to default values which I replaced with hard-coded values; I did re-add them but I made changes to how trees are generated, such as how the shape of leaf clusters are determined (the vanilla code is rather messy and overly complex). The class given is basically a direct copy of the code from TMCWv5 with changes to make it compatible with vanilla).
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?
Thank you! I just did some testing and it appears to be working perfectly with the mods I have. (mainly ExtrabiomesXL forests are generating correctly now, BoP doesn't use vanilla trees much). Much appreciated.
When looking at the log for TMCWv5, I have to ask some questions.
1. Mineshaft generation in Superflat default chance is 1.0. I can change it to 0.9 or 1.1?
2. Is this mod going to be compatible with Superflat Caves for TMCWv5?
3. Can I see photos of the new cave systems?
4. Finally, will there be mineshaft size variations for superflat since they now generate like Default worlds?
1. The default chance of mineshafts means that they generate as often as they do in default worlds; due to the way they generate it is not possible to increase it any further, only decrease the chance (in vanilla a chance of 1.0 means that every chunk will have a mineshaft while in TMCW the maximum possible chance is 0.0102 or 1/98, reduced to around 0.006 due to caves preventing about 40% of the from generating, which also applies even when caves are not enabled (otherwise they will not be very randomly distributed, and they are still quite common). For comparison, the default chance in vanilla 1.6.4 is 0.01 and 1.7+ is 0.004, so they are 60% as common as in vanilla 1.6.4 but 1.5 times more common than in 1.7+, and since they are not less common closer to the origin they are effectively much more common within that area; 1.6.4 reaches an overall chance of 0.006 at 768 blocks from the origin so that is a 1536x1536 block area where they are less common).
2. Superflat Caves has been integrated with TMCW for all practical purposes; you can add caves to Superflat by adding "caves" to the preset as it uses the exact same chunk generator as default worlds except terrain is replaced with the Superflat layers. This also means that mineshafts generate like they do in default worlds. You can also make animals spawn as they do in default worlds by adding "animals" (otherwise they only spawn with random spawning in Superflat worlds), add snow to snowy biomes with "snow" (this places snow as in normal worlds, otherwise you have to make it snow and wait for it to accumulate), and replace blocks like stone and ores with biome-specific blocks with "replace_blocks" (decoration must also be enabled). A few vanilla options do not work (stronghold and "biome_1" distance/count) due to changes I made to how they are placed which would be difficult to customize (for example, strongholds are placed using the same algorithm as various types of caves so they do not collide. Each type of "temple" structure has its own spacing/distance so a single value would not work).
3. Here are some renderings of the underground that show the increased variation in caves; the new variations are mainly variations in the shape of tunnels; for example, "random" caves have highly irregular walls:
Here are some screenshots of various caves, many from biomes with biome-specific undergrounds:
Jungles also have a unique variant of cave which appears as a cavity lined with cobblestone/moss stone and filled with vegetation, with a skylight extending to the surface (it will go as high as necessary to reach it):
Notice the green and purple mushrooms on the right, which are new color variants along with blue:
The opening to the surface:
This shows some of the many variants of ores that I added; they are all actually one block which uses a single overlay texture over a base block texture stone, sandstone, etc). You can also see two new variants of sand, quartz sand and red sand (quartz sand is not actually entirely new, it was used as "quartz path" in Ice Plains villages) in the upper-left and bark blocks near the bottom (crafted with 2x2 logs to make 4 bark blocks, which also previously generated in trees but were not obtainable); the end textures of logs were also changed to match their colors:
A ravine in a desert; note the biome-specific ore variants and water and lava springs (in TMCWv4 they can't generate in non-stone blocks), as well as stalagmites and stalactites, which have a total of 104 variants (14 actual variants with the rest, including whether they are stalagmites or stalactites, determined at render time. Because of this, some variants, like granite, can only be obtained by placing them on their corresponding block):
A vertical pit cave, which are based on ravines and generate as one or more cylindrical vertical columns, often merging together to form irregular shapes:
A giant cave and ravine under a desert/mesa; note the patches of red clay, which is identical to normal clay and replaces it so the color fits in better:
A "red" husk, one of several variants of husks, in addition to "yellow" husks, which spawn in yellow sand deserts. Note also the lava, which is at y=4 - unlike earlier versions biome-specific layers extend all the way down to bedrock, in part because of optimizations which allow me to do this without degrading performance:
A ravine in a Badlands biome, which has red sandstone instead of stone and pockets of red sand and red clay replacing dirt and gravel:
A cave in a swamp, which replace 50% of dirt with clay:
I happened across this giant cave in a volcanic wasteland, which reverses stone and andesite so instead of being mostly stone with pockets of andesite they are mostly andesite with pockets of stone (plus granite and diorite as usual):
There are also veins of magma blocks underground and on the surface:
One of the new mobs that I added, strays, which spawn anywhere in all snowy biomes (in this case, Ice Hills):
A cave under an Iceland biome, a new biome which is similar to Mesa but made out of ice, including two new variants, opaque ice (based on the normal ice texture but not transparent, as it is not a good idea to have so many transparent blocks everywhere, the first time I did it it caused a noticeable drop in FPS since other blocks render their sides next to them) and blue ice (from 1.13, it is also slipperier than normal ice):
Anther vertical pit cave, also part of a random cave system:
It is not very easy to show what they look like in screenshots but here is part of the same random cave system, in a quartz desert biome:
A couple screenshots of a giant cave region and ravine largely under a desert; notice the new types of colors of giant mushrooms:
You can also see a "yellow" husk on the left:
The Overworld is also not all that was changed; I added more features to the Nether and here you can see several of them; lakes, both of lava and magma blocks, giant mushrooms (only red and brown as other colors do not fit the scheme), "Nether trees" with Nether brick "trunks" and Netherrack "leaves", Nether gold ore (a variant of gold ore), veins of magma blocks, which generate throughout the Nether in the same way that caves do and have single blocks of lava in them, and Netherrack stalagmites/stalactites, which drip lava instead of water:
A Nether dungeon, made out of Nether brick and spawning either zombies (red husks) or skeletons (no Wither skeletons as that would be OP and defeat the purpose of fortresses):
A ravine, which have a similar variation in size as the Overworld and generate at all levels, and along with caves, which also vary more and are more common and denser (more actual cave systems than scattered caves), form a secondary lava level at y=4, as in the Overworld:
Nether features also generate across the full height (1-126) with bedrock being a single layer each at y=0 and y=127.
Also, here are some screenshots of some other things:
Or not so cute (1/500 chance outside of a 256 block radius of world spawn; they also deal less damage than in vanilla but have more armor/health):
A coral reef in a Tropical Ocean, which can be found next to hot biomes or as patches in the middle of normal ocean; all oceans have sea grass and kelp as well, more in warmer oceans:
A Mushroom Forest biome, showing the different colors and types of giant mushrooms, which also generate underground, and not just in giant cave regions (they are less common outside of them, except in Mushroom Forest/Island):
A Badlands biome, made out of red sand/sandstone and with pillars and mesas/hills made out of stained clay, using a different color palette from Mesa. There are also additional ravines generated near the surface, which are normal-sized but are unique in that they can cut through terrain all the way to the height limit:
An Iceland biome, a mix of Mesa, Badlands, Ice Plains Spikes, and Extreme Hills made entirely out of snow and ice; there are even "trees" and "grass" made out of ice. Similar to Badlands there are more vertical pit caves near the surface, also able to go up to the height limit:
Apparently, Mojang is not going to update deserts but I am, and already previously added oasis and palm trees (now with their own leaves/saplings/coconuts) and taller cacti (both natural and random growth) in Desert M (these new cacti generate in all variants of desert more commonly in some than others):
The flowers are a new type of cactus, Prickly Pear, which has several color variants and produce prickly pear fruit, similar to apples in quality (they only progress to fruit if they are next to water; you can also shear them to get a permanently fruitless variant). Note also the grass and chickens in the yard behind the butcher shop:
One of the biggest new features is the ability to make maps of explored caves; they will only show caves within 8 blocks of a torch (only player-placed torches; naturally generated torches are a different block) and a light level of 6 or more and with a direct path to the torch (i.e. it will not go through walls):
This also includes the Nether, and maps in the End work properly (note that I removed torches from maps after this):
There are also many more map colors so maps can accurately represent most blocks, including many that did not render at all in vanilla, and even some biome-dependent colors (only a few for hot/cold/etc since maps only support 256 different colors, or 85 colors with 3 shades per color)
There are also more structures, including woodland mansions, based on my own design and while not as big as the ones in vanilla they have several dozen different types of rooms, and are also far more common (if still rare since Roofed Forest is not that common given that there are so many biomes):
Quartz deserts have a pyramid structure which has three floors, the first two of which are mazes with hidden spawners and ladders to the next floor, and the last containing a double chest with loot. Each of the first two floors has 16 possible mazes for a total of 256 combinations, the ladders are also placed at different corners:
Shipwrecks, which come in several sizes with the largest having a hidden chest, generate at the bottom of oceans, as do fossils (previously added to swamps and deserts):
(note that I did not make it so that blocks can be "waterlogged" like in 1.13; I actually just had to set the "material" of sea grass and kelp to "water" to make water not render next to them, as well as render the underwater effects and reduce your air supply when you are in them, with some other changes so flowing water and entity movement are affected as if they are source blocks (data value 0), as otherwise you'd get "pushed" in odd directions)
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?