Remove the "map 1" option (see the help file); you can even remove all the arguments so it will search a random seed* within 1024 blocks of 0,0, or add "radius #" to search a larger radius (up to 8192 blocks; maps are limited to 2048, 1024 if the scale is 2), and more (the included batch file is more to show how to use it):
// Searches a random seed within 1024 blocks of 0,0:
java -jar CaveFinder.jar
// Searches a random seed within 4096 blocks of 0,0:
java -jar CaveFinder.jar radius 4096
// Searches a random seed within 1024 blocks of 0,0 and outputs a map with a scale of 2:1:
java -jar CaveFinder.jar map 2
// Searches a random seed within 1024 blocks of 0,0 and does not list coordinates (useful for finding a seed without knowing exactly where things are):
java -jar CaveFinder.jar nocoords
// Searches a random seed within 1024 blocks of 0,0 with the exclusion of larger caves from near the origin disabled:
java -jar CaveFinder.jar noex
Note that you can also use the runtime that comes with the game by replacing "java" with the path to it, so you don't need to install it on your system just to use this.
*I just realized that this was not working properly because I replaced Java's Random with a much faster equivalent which did not randomize the seed when created as it is usually unnecessary; it should work now though.
This is not an official release yet but I've decided to release a preview of TMCWv4.5, which combines TMCWv4 with many of the bugfixes and optimizations added to TMCWv5 as well as what I call "World1", a set of mainly fixes and optimizations that I use to play my first world on (most of them came from this mod, which I'd been using for years to fix things like rendering bugs, formerly by using a personal modified copy of Optifine before I separated my code so it could be made public. I do include some features based on Optifine, including a zoom function and graphics customization).
Despite being by far the largest update I've ever made, double the size of TMCWv4, this is not a content update but it does add a few features and makes some changes, for example, the attack cooldown was replaced with the one in TMCWv5 (you now get penalized for spam-clicking empty air and the penalty applies to all mobs, not just the one you hit; this includes if you attack a mob while it is damage-immune). Also, dark caves are totally pitch black - you better make sure you always have a source of light on hand (the light level at night also varies with moon phase so it is darker during a new moon, but not totally dark, around 1 light level lower. You can also further adjust brightness with the "gamma offset" setting on the second page of video settings but it doesn't affect complete darkness). You can also generate caves in Superflat worlds by adding "cave" to the preset and change the number of dungeons with (count=number). Otherwise, this is fully compatible with worlds created in TMCWv4 (the only changes to world generation, aside from some possible changes to decorations, is a new biome, Rocky Mountains River, to improve river interaction with them, and a bugfix which fixes one of the branches of large caves not being as wide as it should be, which has no impact on their overall structure).
Here are some screenshots (some were taken with my "World1" mod but both are the same):
A Mega Mixed Forest biome at maximum settings - 375 FPS, 0.66 ms client tick, 2.89 ms server tick, 256 MB memory used, the last probably quite insane compared to newer versions where the default allocation is 2 GB (you could probably even allocate just 256 MB at lower settings without any issues):
An explanation of the settings:
Render distance is now in chunks, ranging from 2-16 and defaulting to 8 (instead of 2,4,8,16) and render distances above 10 work properly (even Optifine did not increase the server view distance past 10 or chunk render distance past 12 until you exceeded 16 chunks). The server view distance ranges from 8-16, avoiding issues like MC-2536 (mob (de)spawning is within 6 chunks while random block updates are within 7 chunks).
Framerate limit is now adjustable from 30-200 FPS in intervals of 5 FPS, with the lowest setting enabling vsync and highest setting unlimited.
Added a slider to control the time allotted to chunk updates, from 0-100% of the frame time (worst-case FPS reduction is 50%; if you can get 200 FPS but limit it to 100 FPS then up to 10 ms will be allotted, giving a worst-case frame time of 15 ms or 67 FPS; the default setting of 25% will not cause a reduction if uncapped FPS is at least 33% higher than the limit unless a single update takes longer). This is superior to Optifine's "chunk updates per frame" since the number of chunk updates is based on how long they take and how much time they have (at least one will be done even if the time is 0); with Vsync enabled a minimum of 60 or the actual framerate is assumed so it scales with higher framerates.
Smooth lighting now only has two settings, on or off, as performance improvements negate any need for a "min/max" setting, which only affected certain blocks like stairs.
Added an ambient occlusion setting which controls the shadows that appear in corners (distinct from smooth lighting, the setting for which toggles both effects).
Brightness now defaults to Bright instead of Moody and an additional "gamma offset" slider was added which adjusts how light levels are rescaled for a smoother transition to total darkness (this was a debug setting I used when tweaking lighting but I decided to keep the slider in; the effects are similar but different from "brightness". Note that total darkness is unaffected by either setting).
Clouds can now be set to Off, Default, Fast, or Fancy, where Default is determined by the main Fast/Fancy setting, and cloud height can be adjusted from 96 to 256 blocks (defaults to 128).
Items, leaves, rain/snow, and translucent blocks (e.g. water) can individually be set to Default, Fast, or Fancy.
Grass can be set to Default, Fast, Fancy, or Full Side, the last of which is similar to Optifine's Better Grass option (the side textures of grass, mycelium, and podzol are replaced with the top texture; if there is snow on top the snow texture is used instead of the normal snowy side texture).
Added individual on/off settings for potion particles, water particles, lava mix particles (e.g. when water touches lava), and entity shadows.
Added a setting for biome blend radius, defaulting to 5x5 and adjustable from 0 (off) to 15x15; note that this setting only affects the time chunk updates take, not static framerate, same for many other settings like smooth lighting.
Changed the range of FOV from 70-110 to 30-110 to accommodate users who need a lower FOV.
Fog distance can be varied from 0 to 0.9, and off, defaulting to 0.8, similar to vanilla 1.7+, which greatly improves the appearance of the game (vanilla 1.6.4 uses 0.25).
Replaced "Advanced OpenGL" with "Culling", which has 3 options, Off, Advanced OpenGL, Height Based, with the last being my own culling method which does not render the underground unless you are below sea level or the lowest solid block is lower, or above sea level if you are underground and the sky light level is 0 (this can cause rendering artifacts under overhangs, deep buried ravines that extend above sea level, but generally not common, or in Superflat worlds with a ceiling, it is also disabled in the Nether).
Added an "AO Fix Mode" setting to change how faces are rendered to fix MC-138211 (example of correct AO: https://i.imgur.com/MLUVCUy.png); this is necessary because different GPU drivers split "quads" into triangles differently (mode 1, the default, appears to be correct for NVIDIA. You can also use the "wrong" setting to make shadows more apparent around corners (appearing as a square instead of octagon around a block).
Added a "Fast Render" option which uses a faster method of sending chunks to the GPU; however, it will cause floating point rounding errors to noticeably affect rendering far from the origin (well past the point most players will explore); for this reason it is turned off by default.
Removed 3D anaglyph as it was rarely used and not even implemented properly, enabling code to be simplified. Likewise, the server textures option was removed since support was not implemented until 1.7 (MC-18569); removing both of these frees up space for new settings.
Changes to video settings that require a chunk reload only take effect after exiting video settings to prevent unnecessary chunk reloads; pressing Esc instead of the "Done" button also properly saves changes to settings (there are two screens due to the number of settings, Esc will go back to the game from either). There is also an option to reset all video settings to default values.
Settings are now saved to "optionstmcw.txt" and are validated when loading to ensure that none are ever out of bounds (loading invalid settings is a leading cause of crashes. Note that you should still use a separate game directory to ensure that you do not load a world in the wrong version).
Chunks are now rendered in a circle instead of square, reducing the amount of geometry rendered by about 20% with no visual effect unless fog is turned off.
Added a zoom function similar to Optifine's. Zoom and "inventory stats" also have keybindings so they can be changed (defaults to "R" for inventory stats and LCTRL for zoom).
(there are now proper keybindings for the "inventory stats", previously hardcoded to R, and zoom keys)
(16 chunk render distance with fog turned off, which normally hides the fact that chunks render in a square in vanilla, this has no effect on visibility with fog since it is circular/fixed distance)
(https://bugs.mojang.com/browse/MC-138211; the shadows are supposed to be symmetrical. I have a setting which switches between two modes since different GPUs render "quads" differently, not known if any render in such a way that my fix doesn't work)
(smooth lighting on water is currently only available in Bedrock Edition, I also added it to some other blocks like rails)
(the dark areas are totally black, or lacking any detail no matter what the brightness/monitor settings are)
(various particles which did not render due to the server not sending them to the client have been fixed; I changed the particles when water flows over lava to white steam as that is more realistic, with black smoke when lava flows into a block and destroys it)
(particles, breaking animations, and selection boxes properly render behind and in front of water. Note that I did not fix translucent blocks themselves; e.g water can't be seen behind a Nether portal and I'm not even sure how that could be fixed without re-rendering everything all the time, and whatever was done in 1.7+ causes a lot of its own issues which IMO are much more noticeable)
(transparent full-cube blocks like glass cause water to use a special texture against them so you can see through them more easily. The block model is also rendered full-size unless it needs to be rendered against a block in order to fix gaps between the corners (this is done to avoid z-fighting but vanilla always applies a 0.001 reduction. This is not applied to lava in any case since it has an opaque texture so you can't see z-fighting)
(clouds were also fixed, in addition to rendering so much faster that Fancy clouds are faster than vanilla Fast clouds)
(two new "blocks" (actually, variants of other blocks, as most of the blocks in TMCW are) were added; compressed cobblestone and compressed mossy cobblestone, which can be uncrafted into 4 of their respective blocks; as with rail blocks and cobweb blocks I mainly added these so I can compact them while caving to make more room)
Note that there are some major changes to fundamental game mechanics which many players will find totally game-breaking if the response to Mojang's past attempts to make similar changes are any indication - spawn chunks no longer exist at all, except during initial world creation (just to pregenerate the chunks before the world loads in as otherwise you'd spawn in a void until chunks are generated. This area also varies with render distance so worlds will generate faster at lower distances), iron golems only drop iron if directly (melee attacks only) killed by a player and other "mineral" mob drops (gold, redstone, coal, etc) require a player kill and Looting only works if on a melee weapon (fixing MC-3304, so this is not intended behavior in vanilla). Mobs only spawn in 25% of chunks per spawn cycle so they spawn 4 times slower, but still more than fast enough for normal spawning, and mobs will never spawn above the Nether ceiling, which also deals void damage to players in Survival (not that you can even break bedrock as I added a check that prevents that at the lowest level of chunk data access, and that aside, it doesn't look like 1.6.4 had much in the way of bedrock-breaking).
However, some of the changes can be helpful, such as TNT explosions having a 100% drop rate; amethyst pickaxes also mine amethyst ore twice as fast and obsidian 20% faster than diamond (applied after enchantments), and tools with Mending will slow down just before they break (probably not that useful considering most good items, including amethyst items, will be repaired with units). Amethyst armor also has armor toughness against axes (the only form of armor penetration aside from sources that bypass armor entirely, this works the same way as the current vanilla mechanic so 2 toughness per piece reduces penetration by half). Mob spawning is also based on the height of blocks, not chunks (in particular, once a chunk section was loaded in vanilla it would never be removed server-side; I garbage-collect empty sections (no blocks or light, fixing vanilla lighting bugs) at the top of a column to conserve memory), and leaves are ignored unless there is no air or leaves below them (e.g. jungle groundcover). It is also easy to check the mob cap as I show the number of mobs loaded server-side, as opposed to the client-side "E:" number which only shows entities sent to the client, and only within 80 blocks for most entities (as seen in the first screenshot above, the numbers are M = Monster, P = Passive, O = Ocelot (these have their own mob cap, set to 25, due to their special spawn rules), A = Ambient, W = Water).
Most notably, some major bugs have been fixed, such as MC-2025 and the related MC-9568, possibly the most notorious bug of all time, as well as ugly lighting errors, which were particularly common in TMCW due to the more rugged terrain and regular trees (these are not immediately fixed, I use the same code that vanilla uses to gradually fix lighting, but it runs much faster (pressing F4 will restart the checks and run them faster) and saves whether it has finished; because of this, existing worlds will automatically be relit when loaded for the first time). I also patched the chunk loading/saving code to fix a potential source of chunk corruption (a serious issue in the latest vanilla releases, though that is probably due to something else as I've never seen this particular issue in 1.6.4, vanilla or otherwise) and fixed scheduled block updates (blocks will never be ticked in lazy chunks, fixing the biggest source of lag in the Nether).
There are also some changes to the included utilities; the AMIDST files were removed and replaced with my own biome mapping tool which can properly map everything (there is no legend showing which colors correspond to which biomes as I didn't make one yet but many use the same colors as AMIDST or similar to their blocks, such as Rocky Mountains, Mesa, Extreme Hills, Desert, Plains, Swampland; Winter Forest and Taiga are light green and blue respectively, Savanna is similar in color to the grass in-game, and so on):
I also removed the "MLG" files as there isn't much benefit to them anymore (they were used with Minecraft Land Generator to create a Superflat-like world with caves and structures, which can now be done in-game with Superflat, and otherwise the CaveFinder utility can generate maps of the underground without having to run the game or use 3rd party tools) and I don't even know if you can run this on a server at all (a lot of my fixes won't work in multiplayer either as they rely on direct communication between threads, in part due to being simpler and not having to modify more vanilla classes, besides not having the ability to fully test multiplayer).
Having just tried a bit of this in a test world, I really like it. I tend to categorize Minecraft versions by era, counting the SMP/SSP code merge up until the Update that Changed the World (1.3.x-1.6.x) as the Adventure Update Expansion era. From what I'm seeing, this mod fixes a bunch of the errors Mojang made in that era, and expands things in the direction (IMO) they should have gone, instead of what they've done in the modern themed content update era.
It makes me really excited to try what you're making for v5, and I think this is going to become my other primary Minecraft version (the other being a custom-modded Alpha 1.2.6+ version I've put together).
Note that there are some major changes to fundamental game mechanics which many players will find totally game-breaking if the response to Mojang's past attempts to make similar changes are any indication - [...] iron golems only drop iron if directly (melee attacks only) killed by a player
The funny thing is, first generation (pre-hopper) iron farms like work almost perfectly with this change. There are some adjustments needed to the lava blades due to golems being able to swim now (they'll usually fight the current and die in lava, so you have to massively shorten the lava blade and put a roof over it to keep them down in the water), and you need to remove the crusher and use your sword instead, but you can still have a (much smaller than in modern versions) almost-passive iron source inside your base. Not enough to build with iron, but maybe enough to keep your iron supplies topped up while you're farming wood and crops, until you have time to go mining again.
(Apologies if I seem spammy) Is there anywhere to see a complete changelog up to the current v4.5? I'm trying to get a handle on what's changed from vanilla 1.6.4, and from just reading the thread it's hard to filter out what's not yet implemented from v5 discussion. The v4.5 changelog only seems to include the differences from v4, but I didn't see a changelog in the v1-4 zip files.
The first post contains spoilers which describe the changes and additions in previous versions, some of which may not be entirely accurate for the latest version but they are generally mostly relevant; for example, I looked through the entry for version 1 and the only things that have since changed are the frequencies of biomes, as more have since been added, and underground generation, again due to more variants of caves, and changes to strongholds so an unlimited number generate anywhere in the world; and changing the protection of armor from 3.5% per armor point for players and mobs to 4% for mobs (back to the vanilla value) and 3.3% for players; and normal ender chests, which were made double-chest size, changed back to vanilla, with a "diamond ender chest" added to get the double chest functionality. Likewise, not much that was added in versions 2 and 3 has since changed.
I've made an update which has significant implications for resource packs, as well as future development - biome colors are now palette-based, meaning that instead of using the vanilla colormaps and internal temperature/rainfall values to select a color which is not obvious just from looking at the colormap colors are now directly read from pixels whose location is based on the biome ID, meaning that biomes with the same temperature/rainfall can now have different colors (all biome colors are currently the same as before). Not only that, you can also change the water color using the colormap, and water colors vary more between biomes (currently, mostly just "normal" (most biomes), "cold" (snowy), and "tropical" (jungle, tropical swamp, oasis), in addition to swamps, which were made darker for more contrast), as well as the colors of spruce and birch leaves (currently not biome-based), lilypads, cauldron water, and held items (e.g. grass, vines, etc. Note that the oak/jungle leaf color only applies to held items, with actual blocks using the foliage colormap):
(the actual image is 64x16, with 16x16 areas for foliage, grass, water, and another for miscellaneous things)
Here is a comparison of water colors in a jungle (tropical) river (normal) and ice plains (cold), the normal water color is similar to the default water color in 1.13, with custom water textures (not entirely grayscale) added:
Water colors also affect water particles (drip, splash, bubble) and underwater fog, which was also tweaked slightly (density increased from 0.02 to 0.03, compared to 0.1 in vanilla, except in swamps, which is 0.09 (3x factor), reflecting the "dirty" water color. This also affects the effectiveness of Respiration, which reduces fog density to 0.01 in most biomes and 0.03 in swamps):
(note the color of the splash particles from left to right)
(swamp; biome blend was turned off, which also affects the blending of fog color and density, with an additional smoothing applied to density changes)
Also, I added the ability for blocks to render on both render passes (fully opaque or transparent and translucent), which currently only affects cauldrons but this will enable me to do things like rendering water around water plants in TMCWv5 so they don't need to be surrounded by water or solid blocks (as otherwise they would cause gaps in the water; I could just render them entirely on the translucent pass but then they would be invisible from above water as I haven't fixed translucent block rendering, and vanilla 1.7's "fix" still causes artifacts which are IMO more noticeable):
(I spawned a silverfish inside the cauldron, which would normally not be visible due to the water being opaque)
There are also some bug fixes, mostly caused by unrelated changes to rendering (for example, packed ice was rendering sides adjacent to other packed ice blocks, making them extremely expensive to render in large amounts), or replaced code with that from "World1" (an unrelated mod from which I ported many of the changes in TMCWv4.5), such as snow accumulating on packed ice and quartz path (as a bonus, I added a couple features from TCMWv5; snow can now accumulate on upper half slabs and upside-down stairs).
(the change to the colormaps was spurred by a previous change breaking Roofed Forests, which turned blue-green due to an otherwise unnoticeable shift in the base color causing the color mixing to break, which I only discovered after seeing one while playing as everything else was correct; I temporarily patched this a while ago by hardcoding in the proper color)
Also, the CaveFinder utility will now show large caves and ravines with a volume of at least 25000, down from 50000 before (this is still quite large, especially for caves, which never reach this size in vanilla while only the largest ravines do), as well as large cave clusters (2-4 large caves in the same chunk) with a volume of at least 25000 for 2 caves to 35000 for 4 caves and no single cave exceeding 25000 (otherwise, only cave(s) at least this large will be listed under "largest caves"); these changes roughly double the number of results:
These are the results for the seed "10", using a 1024 block radius centered at 0,0 and NoExclusion enabled (otherwise any area more than 512 blocks away from 0,0 will give similar results)
This is an example of a cave which would not have been found before, with a volume of about 33,000:
There is also now a "Documentation" folder in the download, which currently has a changelog (new additions are listed separately at the end), the colormap guide shown above, a list of biomes by ID, and a list of repair costs for various items (I made it several years ago for the items I use but it is still valid); I'll be adding documentation for new/changed blocks, items, and recipes later.
I felt bad for birch not having a large tree variant, so here's an unsolicited suggestion (feel free to use, adapt, ignore, or do whatever you like with it): what about a coppiced birch? Birch trees with their trunks cut or broken can re-grow multiple straight trunks from the stump:
Using the Poplar variant, here's a mock-up using 3x3 birch trees, each 1-3 blocks above the "stump" and with the outer trunks offset by 1 from the base:
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
-- Ticking connection --
Connection: [email protected]
-- System Details --
Minecraft Version: 1.6.4
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 163326000 bytes (155 MB) / 402653184 bytes (384 MB) up to 2147483648 bytes (2048 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
AABB Pool Size: 3188 (178528 bytes; 0 MB) allocated, 2292 (128352 bytes; 0 MB) used
Suspicious classes: ParticleRenderer, GuiIngameTMCW, GuiInventoryTMCW, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Profiler Position: N/A (disabled)
Vec3 Pool Size: 565 (31640 bytes; 0 MB) allocated, 426 (23856 bytes; 0 MB) used
Player Count: 1 / 8; [jv['FruitVegetables'/1, l='The New Start 2', x=10095.89, y=117.37, z=10561.04]]
Type: Integrated Server (map_client.txt)
Is Modded: Very likely; Jar signature invalidated