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Can't you read? I said I only play PC Minecraft
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I have a question about this mod, which may be blatantly obvious to anyone with any knowledge of Minecraft modding. I play modded Minecraft with an absolute crap-ton of mods, including Metallurgy, Thaumcraft, & Project Red, just to name a few.
This mod looks like one of the best biome mods I've seen that doesn't make me feel like I'm being lazy in not trying to find every single biome that exists in a world (coughBiomes'oPlentycough), since most of these are vanilla themed, and just bring more of an interesting selection of biomes that don't flat out make the vanilla biomes seem like garbage. However, I really need to know if this will effect the modded biomes that are added by other mods like Thaumcraft, the ore spawning system that is added by Metallurgy, the generated structures added by Project Red, and the loot that you find in generated structures (for example, Steadfast bees, Thaumium, and Steel armor).
I have a question about this mod, which may be blatantly obvious to anyone with any knowledge of Minecraft modding. I play modded Minecraft with an absolute crap-ton of mods, including Metallurgy, Thaumcraft, & Project Red, just to name a few.
This mod looks like one of the best biome mods I've seen that doesn't make me feel like I'm being lazy in not trying to find every single biome that exists in a world (coughBiomes'oPlentycough), since most of these are vanilla themed, and just bring more of an interesting selection of biomes that don't flat out make the vanilla biomes seem like garbage. However, I really need to know if this will effect the modded biomes that are added by other mods like Thaumcraft, the ore spawning system that is added by Metallurgy, the generated structures added by Project Red, and the loot that you find in generated structures (for example, Steadfast bees, Thaumium, and Steel armor).
If it's going to be too much of a problem to do, them it's not necessary.
This reminds me of what highlands was originally going to be, just with some extra goodies.
I'm also having trouble installing. Is this a Jar, or mods folder mod?
As indicated by the installation instructions I provided, this is a jar mod and is likely incompatible with any other mods; Forge itself won't even run unless you tell it to ignore a modified jar, and as you can see from this thread where I made a very simple mod for somebody even minor changes can completely break things.
That is to say, this is the only mod that I currently use, and while I previously did use Forge and several mods I used the patched Forge source to make my own mods (Forge adds stuff to enable mods to access the code; if it detects a modified class it refuses to patch it, so by modding the already-patched source I can bypass that; having said that, this only causes issues if you use a mod that depends on a modified class, as seen in the link above; I got around it by editing a different class).
As for possibly making a Forge version, that is out of the question, although I wouldn't mind if somebody wanted to add something I made into a Forge mod (as was done with another mod I made, and made better).
That said, some of the biomes are rather simple to make; for example, here is the code for the Forest mountains biome:
package net.minecraft.src;
import java.util.Random;
public class BiomeGenForestMountains extends BiomeGenBase
{
public BiomeGenForestMountains(int par1)
{
super(par1);
this.spawnableCreatureList.add(new SpawnListEntry(EntityWolf.class, 8, 4, 4));
this.theBiomeDecorator.treesPerChunk = 25;
this.theBiomeDecorator.grassPerChunk = 10;
this.theBiomeDecorator.flowersPerChunk = 6;
}
public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
// Tree distribution:
// Birch = 20%
// Big oak = 11.4%
// Oak = 45.7%
// Spruce = 22.9% (7.6% type 1 and 15.3% type 2)
return (WorldGenerator)(par1Random.nextInt(5) == 0 ? this.worldGeneratorForest : (par1Random.nextInt(7) == 0 ? this.worldGeneratorBigTree : (par1Random.nextInt(3) > 0 ? this.worldGeneratorTrees : (par1Random.nextInt(3) == 0 ? new WorldGenTaiga1() : new WorldGenTaiga2(false)))));
}
}
In BiomeDecorator:
// Mountainous version of forest biome, with spruce trees added
public static final BiomeGenBase forestMountains = (new BiomeGenForestMountains(24)).setColor(353825).setBiomeName("Forest Mountains").func_76733_a(5159473).setTemperatureRainfall(0.5F, 0.8F).setMinMaxHeight(0.5F, 1.6F);
It should also be noted that I mostly added new biomes in a different manner than the way they are usually added; instead of adding to a list of biomes (aside from the first few I added as this was after I created my world and this would radically change biome placement) I substitute vanilla biomes with my own, with varying chances up to 1/2, including multiple biomes (in GenLayerBiome):
else if (var9 == 1)
{
// Normal biome generation in continents
var6[var8 + var7 * par3] = getBiomeVariant(this.allowedBiomes[this.nextInt(this.allowedBiomes.length)].biomeID);
}
Notably, this allowed me to add new biomes without changing the overall biome placement, which I took advantage of to avoid chunk borders in my world; i.e. ensure any existing biome at the edge of generated chunks doesn't change; as it is, if you recreated my world you'd find a mesa biome in place of the plains where I built my base, otherwise the same; here is how I substituted plains biomes:
protected int getBiomeVariant(int biome)
{
// Selects a variant to use in place of the regular biome up to 50% of the time
if (this.nextInt(2) == 0)
{
...
else if (biome == BiomeGenBase.plains.biomeID)
{
if (this.nextInt(2) == 1)
{
biome = BiomeGenBase.megaTreePlains.biomeID;
}
else
{
biome = BiomeGenBase.mesa.biomeID;
}
}
As indicated by the installation instructions I provided, this is a jar mod and is likely incompatible with any other mods; Forge itself won't even run unless you tell it to ignore a modified jar, and as you can see from this thread where I made a very simple mod for somebody even minor changes can completely break things.
That is to say, this is the only mod that I currently use, and while I previously did use Forge and several mods I used the patched Forge source to make my own mods (Forge adds stuff to enable mods to access the code; if it detects a modified class it refuses to patch it, so by modding the already-patched source I can bypass that; having said that, this only causes issues if you use a mod that depends on a modified class, as seen in the link above; I got around it by editing a different class).
As for possibly making a Forge version, that is out of the question, although I wouldn't mind if somebody wanted to add something I made into a Forge mod (as was done with another mod I made, and made better).
That said, some of the biomes are rather simple to make; for example, here is the code for the Forest mountains biome:
package net.minecraft.src;
import java.util.Random;
public class BiomeGenForestMountains extends BiomeGenBase
{
public BiomeGenForestMountains(int par1)
{
super(par1);
this.spawnableCreatureList.add(new SpawnListEntry(EntityWolf.class, 8, 4, 4));
this.theBiomeDecorator.treesPerChunk = 25;
this.theBiomeDecorator.grassPerChunk = 10;
this.theBiomeDecorator.flowersPerChunk = 6;
}
public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
// Tree distribution:
// Birch = 20%
// Big oak = 11.4%
// Oak = 45.7%
// Spruce = 22.9% (7.6% type 1 and 15.3% type 2)
return (WorldGenerator)(par1Random.nextInt(5) == 0 ? this.worldGeneratorForest : (par1Random.nextInt(7) == 0 ? this.worldGeneratorBigTree : (par1Random.nextInt(3) > 0 ? this.worldGeneratorTrees : (par1Random.nextInt(3) == 0 ? new WorldGenTaiga1() : new WorldGenTaiga2(false)))));
}
}
In BiomeDecorator:
// Mountainous version of forest biome, with spruce trees added
public static final BiomeGenBase forestMountains = (new BiomeGenForestMountains(24)).setColor(353825).setBiomeName("Forest Mountains").func_76733_a(5159473).setTemperatureRainfall(0.5F, 0.8F).setMinMaxHeight(0.5F, 1.6F);
It should also be noted that I mostly added new biomes in a different manner than the way they are usually added; instead of adding to a list of biomes (aside from the first few I added as this was after I created my world and this would radically change biome placement) I substitute vanilla biomes with my own, with varying chances up to 1/2, including multiple biomes (in GenLayerBiome):
else if (var9 == 1)
{
// Normal biome generation in continents
var6[var8 + var7 * par3] = getBiomeVariant(this.allowedBiomes[this.nextInt(this.allowedBiomes.length)].biomeID);
}
Notably, this allowed me to add new biomes without changing the overall biome placement, which I took advantage of to avoid chunk borders in my world; i.e. ensure any existing biome at the edge of generated chunks doesn't change; as it is, if you recreated my world you'd find a mesa biome in place of the plains where I built my base, otherwise the same; here is how I substituted plains biomes:
protected int getBiomeVariant(int biome)
{
// Selects a variant to use in place of the regular biome up to 50% of the time
if (this.nextInt(2) == 0)
{
...
else if (biome == BiomeGenBase.plains.biomeID)
{
if (this.nextInt(2) == 1)
{
biome = BiomeGenBase.megaTreePlains.biomeID;
}
else
{
biome = BiomeGenBase.mesa.biomeID;
}
}
Man! I thought I had edited that bit out of my post! I worked it out. It's been ages since I've seen a non-forge mod! Good job! There need to be more mods like this.
Rollback Post to RevisionRollBack
I have a new account called "Mushroomsock" now, so please do not send me PMs.
I thought I'd note that I made regular oak trees generate 1 block taller so that you don't get trees with only 1 block of space under them, making it easier to walk through in forests, which have 50% more trees than vanilla to account for hillier terrain (i.e. a 45 degree slope over 10 blocks is 14 blocks diagonally); Forests Mountains contains 2.5 times as many (about 60% denser along one axis).
(note - this only affects naturally generated trees; player-grown trees still have the same height range as vanilla)
I modified the way branches generate in jungle trees to help reduce leaf decay (although some leaves still generate disconnected from the canopy); a cross of wood is placed at the base of the leaves at the top and branches for other leaves were made larger:
Also, you may note that, except for the trunk, logs are placed using the full bark texture (data values 12-15); this was also done for other types of branched trees, which is something that should have been done in vanilla for acacia trees in particular.
Also, I decided to improve the Ice Hills subbiome so it isn't just a big mound of ice; ice now covers the ground to a depth of 10-15 blocks with snow underneath to a depth proportional to the height above sea level (i.e. as the land rises up the snow underneath goes deeper, if at a lower rate), this also leads to some interesting caves in/under them (note that snow blocks don't melt, so placing torches isn't a problem, mobs will spawn in the caves; a modified version of WorldGenMinable was also used to generate ores in snow blocks):
best mod ever, especially the cave generation. Pitty my computer is so crappy it only gets 8fps while running it any chance you could do a simpler mod that just does the caves? and the bug fixes of course
I haven't noticed a difference in performance while playing with this mod (I do use Optifine but it runs well even when testing in MCP without it, I mainly use it to improve chunk loading and lag spikes), and I wouldn't really expect any unless you are generating new chunks since it only affects terrain generation and doesn't add in new items or anything (although while testing the Mega Forest biome causes chunk generation to lag such that chunks stop loading until I stop flying (if your CPU is only single-core this could also cause FPS lag, as the server, which generates chunks, otherwise runs on a separate thread/core from the client), but there were no problems when I found one in-game by just walking; that said, giant trees can cause a lot of lag on Fancy graphics, Advanced OpenGL also makes a big difference for me, although isn't supported by all graphics cards and was even disabled in 1.7 if you don't have one that does).
Also, the cave mods that somebody else linked to (above) only modify the size/frequency of cave systems for 1.7.2+ to get the cave generation in 1.6.4 or double it (someone else also made a Forge mod, in the replies, that allows more customization); you won't get any huge caves or anything like that, although I could make a mod for 1.7.2 that increases the size range of individual caves and ravines and their distribution (note that this mod makes mineshafts rarer than they were in 1.6.4, similar to 1.7, but they are more spread out instead of being randomly placed, often next to each other, so can be easier to find; the distribution of large cave systems is similar).
this is exactly what I am looking for, If you do make such a mod I would be eternally gratefull.
Here it is; caves, ravines, and mineshafts all generate exactly like in the main mod (cross-version compatible; while you'd get chunk borders on the surface the underground would be the same), with the exception of biome-specific caves (i.e. extra caves in Extreme Hills, which are obviously in different locations); I also added in the cut-up strongholds fix (always making walls generate even over empty space) and a no void fog mod (as the caves go 5 layers deeper; note also that if you want to branch-mine for diamonds do it at around layer 6; layer 11 won't get you anything as they only generate up to layer 10):
(note that this isn't as complex as it seems; MCP 1.7.2 put many classes into single files and reobfuscates all of them even if only one inner class was modified)
Also, while testing this I added a "fix" to cave generation which I also included in the main mod; that is, the code has a check for water in the path of a cave or ravine and if any is found it doesn't generate in a chunk containing water (within some vertical distance); I got around this by having them only cut through stone (leaving a dirt layer under water). However, as you can see here it can leave weird square shelves of land sticking out, particularly over large caves (usually not this noticeable, I've never encountered this yet in my world as giant cave openings like this are rare):
(vanilla would simply bail out entirely, leaving a solid vertical wall of stone, as seen in this bug report)
Basically, what I did was remove the vanilla water check, which operates on a per-chunk basis and replaced it with code that checks for water in a 5x5 cube centered around the current block being dug out, done on a block-by-block basis, with this as the result; perhaps still a bit weird to have a shelf of land sticking out like this but at least it is contoured to the river and not an entire chunk; an ideal solution would be to not generate a cave at all if there was water anywhere in its path but that isn't practical because caves can start in nonexistent chunks (before they are generated):
(note that the sand you see in the second image isn't floating, as I'd already modified the sand patch generator to use sandstone instead of sand if the block underneath is air; for 1.7.2 I did something similar to gravel in ocean biomes to prevent it from collapsing into caves).
One thing that would really help others like me with half broken keyboards is being able to change your hotbar keys(like they did in 1.7)If you do that I would be eternally grateful. But other than that the mod is pretty awesome!
Rollback Post to RevisionRollBack
Im in dire need of a new skin. Submit your wizard skin for me at
How do you get rid of the "statistics" on the inventory screen?
You should be able to remove "axv.class" when installing the mod and it should be fully functional other than that part, which just displays them (not tested but I know that class only references code in another class I made, as opposed to the other way around, so can be safely removed).
I decided to increase the repair costs of amethyst items because I thought that getting 50-60 levels before repairing something was a bit too much; while the repair cost is higher due to the higher durability it doesn't offset the increase in durability; for example, for one unit it costs 21 levels to repair a diamond pickaxe with Efficiency V and Unbreaking III and 29 levels to repair an amethyst pickaxe with the same enchantments. That is, for diamond 402 XP restores 390 durability, costing about 1 XP per durability point restored, while for amethyst 766 XP restores 1171 durability, only 0.65 XP per durability point restored. Note that it is also possible to repair the diamond pickaxe with a new one for 33 levels, restoring up to 1561 durability, or only 0.66 XP per durability point; any amethyst item is too expensive to repair this way (52 levels for tools and 50 for armor, both unenchanted and not renamed/first repair):
To increase the cost I modified anvil repairing* so that the unit cost is increased by 10 levels per unit, meaning that the pickaxe now costs 39 levels to repair, or 1635 XP, costing 1.4 XP per durability point restored, 40% more expensive than diamond and four times as much XP overall. However, since this would make many items too expensive to repair I also increased the anvil cap to 49 levels, only for repairing amethyst items (39 levels otherwise). That is, a sword with Sharpness V, Knockback II, Unbreaking III costs 47 levels to repair (previously 37), or 2831 XP (compared to 29 levels/766 XP for an equivalent diamond sword, which could also be more efficiently repaired with two units for 35 levels (2.4 XP per point vs 2 or 1.5 for two units).
Here are screenshots comparing diamond and amethyst:
Diamond pickaxe with Efficiency V, Unbreaking III:
Amethyst pickaxe with Efficiency V, Unbreaking III:
Diamond sword with Sharpness V, Knockback II, Unbreaking III:
Amethyst sword with Sharpness V, Knockback II, Unbreaking III (note that I am in Survival mode):
Note that basic items are far more expensive because of how XP scales with levels; a piece of armor with Protection IV costs 29 levels to repair while a vanilla diamond chestplate can be repaired 75% at a time for just 13 levels (221 XP), and despite amethyst armor being 8.5 times more durable the repair cost per durability unit is still higher (0.55 for diamond vs 0.68 for amethyst; as all amethyst armor has the same equal durability other pieces can be cheaper).
These costs seem really high but when Unbreaking is factored in they are still cheap; for example, the pickaxe can mine 4684 blocks between repairs and with an average of about 1 XP per ore mined, returning 4684 XP, 2.86 times more than required to repair it (a diamond pickaxe would return 6244 XP when repaired by combining, 6 times more). Similarly, the sword is good for about 2342 mob kills (two hits per mob), returning 11710 XP or 4.1 times more (a diamond sword would return about 6.5 times as much XP as needed to repair when repaired two units at a time - which begs the question of why so many people need mob farms in regular gameplay with such vast surpluses of XP).
*Playing around with anvil repairing also lets me figure out just how it works, in preparation for when I eventually play in 1.8+, so I can restore the current repair system (renaming = fixed repair costs; repair costs depend on enchantments and durability restored; with tweaks to adjust level costs for the new XP curve so the XP cost remains the same).
I decided to improve beaches further by modifying how the noise field is generated for them with this as the result; beaches are much flatter and mostly above water; even with mountains the slope is much shallower than the land they connect to (basically, I forced height variation to be much lower in beach biomes):
No, this isn't large biomes:
Some in-game screenshots:
For comparison, an example of a very badly generated vanilla beach:
Of course, in my mod you can find beaches like this:
Note: The changes I made have no effect on existing terrain, except along coastlines, so you can update without big chunk borders.
I updated with a significant new addition; I added granite, diorite and andesite in the same manner as the 1.8 snapshots, along with the same crafting recipes to make polished versions (2x2 granite = 4x polished granite), except for the ones to make the unrefined blocks (i.e. make granite with diorite and quartz) as I decided there was no need for that*, although you can use them in place of stone to make slabs and such (metadata independent). Also, I lowered the maximum altitude to sea level (8 veins of each per chunk over y=0-63 with the same density as in 1.8; 10 veins over 0-79) since I thought it would be better not to have it exposed all over the place. The exception is in the Volcanic Wasteland biome where it generates across the full range of terrain with 16 veins of each over 0-127 (they are all igneous rocks, associated with volcanic activity).
*For my current world I did some trickery to populate existing chunks with them, but not affect anything else by copying the region files with all chunks marked for repopulation to a Superflat world with preset 2;0;0 (generating only empty chunks) and decoration, with the only decoration being the new stones (disabled all other features), flew around to load chunks, then deleted empty chunks and marked the border chunks for repopulation as normal and copied them back after ensuring it worked properly. Normally if you do this by using MCEdit to repopulate chunks you'll get double ores, trees, grass, animals, etc (the chunks at the eastern and southern edges of the world have to be marked for population or you'll get a strip of no features).
This mod looks like one of the best biome mods I've seen that doesn't make me feel like I'm being lazy in not trying to find every single biome that exists in a world (coughBiomes'oPlentycough), since most of these are vanilla themed, and just bring more of an interesting selection of biomes that don't flat out make the vanilla biomes seem like garbage. However, I really need to know if this will effect the modded biomes that are added by other mods like Thaumcraft, the ore spawning system that is added by Metallurgy, the generated structures added by Project Red, and the loot that you find in generated structures (for example, Steadfast bees, Thaumium, and Steel armor).
This reminds me of what highlands was originally going to be, just with some extra goodies.
I'm also having trouble installing. Is this a Jar, or mods folder mod?
I have a new account called "Mushroomsock" now, so please do not send me PMs.
As indicated by the installation instructions I provided, this is a jar mod and is likely incompatible with any other mods; Forge itself won't even run unless you tell it to ignore a modified jar, and as you can see from this thread where I made a very simple mod for somebody even minor changes can completely break things.
That is to say, this is the only mod that I currently use, and while I previously did use Forge and several mods I used the patched Forge source to make my own mods (Forge adds stuff to enable mods to access the code; if it detects a modified class it refuses to patch it, so by modding the already-patched source I can bypass that; having said that, this only causes issues if you use a mod that depends on a modified class, as seen in the link above; I got around it by editing a different class).
As for possibly making a Forge version, that is out of the question, although I wouldn't mind if somebody wanted to add something I made into a Forge mod (as was done with another mod I made, and made better).
That said, some of the biomes are rather simple to make; for example, here is the code for the Forest mountains biome:
In BiomeDecorator:
It should also be noted that I mostly added new biomes in a different manner than the way they are usually added; instead of adding to a list of biomes (aside from the first few I added as this was after I created my world and this would radically change biome placement) I substitute vanilla biomes with my own, with varying chances up to 1/2, including multiple biomes (in GenLayerBiome):
Notably, this allowed me to add new biomes without changing the overall biome placement, which I took advantage of to avoid chunk borders in my world; i.e. ensure any existing biome at the edge of generated chunks doesn't change; as it is, if you recreated my world you'd find a mesa biome in place of the plains where I built my base, otherwise the same; here is how I substituted plains biomes:
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?
Man! I thought I had edited that bit out of my post! I worked it out. It's been ages since I've seen a non-forge mod! Good job! There need to be more mods like this.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
(note - this only affects naturally generated trees; player-grown trees still have the same height range as 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?
Also, you may note that, except for the trunk, logs are placed using the full bark texture (data values 12-15); this was also done for other types of branched trees, which is something that should have been done in vanilla for acacia trees in particular.
Also, I decided to improve the Ice Hills subbiome so it isn't just a big mound of ice; ice now covers the ground to a depth of 10-15 blocks with snow underneath to a depth proportional to the height above sea level (i.e. as the land rises up the snow underneath goes deeper, if at a lower rate), this also leads to some interesting caves in/under them (note that snow blocks don't melt, so placing torches isn't a problem, mobs will spawn in the caves; a modified version of WorldGenMinable was also used to generate ores in snow blocks):
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 haven't noticed a difference in performance while playing with this mod (I do use Optifine but it runs well even when testing in MCP without it, I mainly use it to improve chunk loading and lag spikes), and I wouldn't really expect any unless you are generating new chunks since it only affects terrain generation and doesn't add in new items or anything (although while testing the Mega Forest biome causes chunk generation to lag such that chunks stop loading until I stop flying (if your CPU is only single-core this could also cause FPS lag, as the server, which generates chunks, otherwise runs on a separate thread/core from the client), but there were no problems when I found one in-game by just walking; that said, giant trees can cause a lot of lag on Fancy graphics, Advanced OpenGL also makes a big difference for me, although isn't supported by all graphics cards and was even disabled in 1.7 if you don't have one that does).
Also, the cave mods that somebody else linked to (above) only modify the size/frequency of cave systems for 1.7.2+ to get the cave generation in 1.6.4 or double it (someone else also made a Forge mod, in the replies, that allows more customization); you won't get any huge caves or anything like that, although I could make a mod for 1.7.2 that increases the size range of individual caves and ravines and their distribution (note that this mod makes mineshafts rarer than they were in 1.6.4, similar to 1.7, but they are more spread out instead of being randomly placed, often next to each other, so can be easier to find; the distribution of large cave systems is similar).
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?
Here it is; caves, ravines, and mineshafts all generate exactly like in the main mod (cross-version compatible; while you'd get chunk borders on the surface the underground would be the same), with the exception of biome-specific caves (i.e. extra caves in Extreme Hills, which are obviously in different locations); I also added in the cut-up strongholds fix (always making walls generate even over empty space) and a no void fog mod (as the caves go 5 layers deeper; note also that if you want to branch-mine for diamonds do it at around layer 6; layer 11 won't get you anything as they only generate up to layer 10):
https://www.dropbox....Caves_1.7.2.zip
(note that this isn't as complex as it seems; MCP 1.7.2 put many classes into single files and reobfuscates all of them even if only one inner class was modified)
Also, while testing this I added a "fix" to cave generation which I also included in the main mod; that is, the code has a check for water in the path of a cave or ravine and if any is found it doesn't generate in a chunk containing water (within some vertical distance); I got around this by having them only cut through stone (leaving a dirt layer under water). However, as you can see here it can leave weird square shelves of land sticking out, particularly over large caves (usually not this noticeable, I've never encountered this yet in my world as giant cave openings like this are rare):
(vanilla would simply bail out entirely, leaving a solid vertical wall of stone, as seen in this bug report)
Basically, what I did was remove the vanilla water check, which operates on a per-chunk basis and replaced it with code that checks for water in a 5x5 cube centered around the current block being dug out, done on a block-by-block basis, with this as the result; perhaps still a bit weird to have a shelf of land sticking out like this but at least it is contoured to the river and not an entire chunk; an ideal solution would be to not generate a cave at all if there was water anywhere in its path but that isn't practical because caves can start in nonexistent chunks (before they are generated):
(note that the sand you see in the second image isn't floating, as I'd already modified the sand patch generator to use sandstone instead of sand if the block underneath is air; for 1.7.2 I did something similar to gravel in ocean biomes to prevent it from collapsing into caves).
Incidentally, here is the same cave in 1.7.2:
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?
Edit:Nevermind.
http://www.minecraftforum.net/forums/mapping-and-modding/skins/2183704-in-dire-need-of-a-new-skin
You should be able to remove "axv.class" when installing the mod and it should be fully functional other than that part, which just displays them (not tested but I know that class only references code in another class I made, as opposed to the other way around, so can be safely removed).
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?
To increase the cost I modified anvil repairing* so that the unit cost is increased by 10 levels per unit, meaning that the pickaxe now costs 39 levels to repair, or 1635 XP, costing 1.4 XP per durability point restored, 40% more expensive than diamond and four times as much XP overall. However, since this would make many items too expensive to repair I also increased the anvil cap to 49 levels, only for repairing amethyst items (39 levels otherwise). That is, a sword with Sharpness V, Knockback II, Unbreaking III costs 47 levels to repair (previously 37), or 2831 XP (compared to 29 levels/766 XP for an equivalent diamond sword, which could also be more efficiently repaired with two units for 35 levels (2.4 XP per point vs 2 or 1.5 for two units).
Here are screenshots comparing diamond and amethyst:
Amethyst pickaxe with Efficiency V, Unbreaking III:
Diamond sword with Sharpness V, Knockback II, Unbreaking III:
Amethyst sword with Sharpness V, Knockback II, Unbreaking III (note that I am in Survival mode):
Note that basic items are far more expensive because of how XP scales with levels; a piece of armor with Protection IV costs 29 levels to repair while a vanilla diamond chestplate can be repaired 75% at a time for just 13 levels (221 XP), and despite amethyst armor being 8.5 times more durable the repair cost per durability unit is still higher (0.55 for diamond vs 0.68 for amethyst; as all amethyst armor has the same equal durability other pieces can be cheaper).
These costs seem really high but when Unbreaking is factored in they are still cheap; for example, the pickaxe can mine 4684 blocks between repairs and with an average of about 1 XP per ore mined, returning 4684 XP, 2.86 times more than required to repair it (a diamond pickaxe would return 6244 XP when repaired by combining, 6 times more). Similarly, the sword is good for about 2342 mob kills (two hits per mob), returning 11710 XP or 4.1 times more (a diamond sword would return about 6.5 times as much XP as needed to repair when repaired two units at a time - which begs the question of why so many people need mob farms in regular gameplay with such vast surpluses of XP).
*Playing around with anvil repairing also lets me figure out just how it works, in preparation for when I eventually play in 1.8+, so I can restore the current repair system (renaming = fixed repair costs; repair costs depend on enchantments and durability restored; with tweaks to adjust level costs for the new XP curve so the XP cost remains the same).
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?
Some in-game screenshots:
For comparison, an example of a very badly generated vanilla beach:
Of course, in my mod you can find beaches like this:
Note: The changes I made have no effect on existing terrain, except along coastlines, so you can update without big chunk borders.
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?
*For my current world I did some trickery to populate existing chunks with them, but not affect anything else by copying the region files with all chunks marked for repopulation to a Superflat world with preset 2;0;0 (generating only empty chunks) and decoration, with the only decoration being the new stones (disabled all other features), flew around to load chunks, then deleted empty chunks and marked the border chunks for repopulation as normal and copied them back after ensuring it worked properly. Normally if you do this by using MCEdit to repopulate chunks you'll get double ores, trees, grass, animals, etc (the chunks at the eastern and southern edges of the world have to be marked for population or you'll get a strip of no features).
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?
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