you truly are a genius, i tell you that. You dont have to listen to me about this, but here's an idea...
Why dont you make your own "minecraft" ? Start from 1.6.4, and just code it any way you like? i mean.. just wow. I am very impressed. (here i was, proud that i added a drinking animation to mushroom soup instead of the vanilla eating animation xD)
you don't have to.. it's just an idea. I mean, you could start a blogspot, or a tumblr, and just.. code. for fun. maybe take ideas from others in your little community, have some people make graphics for you, just a small little group of follows.. like minecraft in the old days..
I've become rather discouraged about making anything but the simplest mods (single classes, minor changes) for 1.8, given what happened after I'd spent a lot of time making the ultimate cave/structure customization mod - only to have it not work outside of MCP due to what appears to be a bug in MCP (I didn't even download MCP for 1.8 until I saw it listed on their downloads page as Optifine's creator had mentioned there were problems with it that they had to fix themselves; I assumed (wrongly) that MCP had fixed any issues; the bug in question also appears to affect more than just the classes I modified if crash reports like this one are any indication).
I downloaded this mod the other day and added it to my 1.6.4 forge folder with all the other mods and it didn't work. I didn't get any errors or crashes.
I'm only running Thaumcraft, Tconstruct, journey map, and vein miner. Would you happen to know if any of these cause conflicts?
I downloaded this mod the other day and added it to my 1.6.4 forge folder with all the other mods and it didn't work. I didn't get any errors or crashes.
I'm only running Thaumcraft, Tconstruct, journey map, and vein miner. Would you happen to know if any of these cause conflicts?
This is not a Forge mod and is incompatible with Forge; even if you added it to the jar (yes, you add it to the jar, as shown here) it will just crash Forge, even without any other mods installed since it is incompatible with Forge itself.
I don't have any intention of providing compatibility since I don't use Forge myself (I did for a time but I modified the Forge source so I could mod it without conflicting with Forge). As far as I know, the only mod it doesn't conflict with is Optifine (actually, even there my fix for enchanted item glint lag, which I recently removed since I've never had any problems except when I used the Improved First Person View mod, conflicted with Optifine, though this was just Optifine or my mod overwriting their respective classes with the result depending on the order they were installed).
Also, it is certainly incompatible with pretty much any mod that modifies world generation, and I've modified much more. In fact, I'm currently revamping the way regional difficulty works; instead of regional difficulty you now have global difficulty (i.e. regional difficulty increases based on the inhabited time of a chunk, I've changed it to use the total world time), adding spiders with potion effects on any difficulty (chance dependent on difficulty; maximum "global" difficulty also now scales up better, instead of being linted to 1 on Easy- and Normal and 1.5 on Hard it is now 1-1.25-1.5, thus Normal is now between Easy and Hard, not the same, sort of like how I modded zombies to have a 2-4-6% chance of weapons instead of 1 or 5 %), and more (I've actually just uploaded some new changes, including a few more bugfixes, such as an XP orb location bug; just the other day I doubled the speed of cave generation, reducing initial world generation time by 3 seconds, so not insignificant, by using an array to store precalculated data).
Basically, as I said earlier this is mainly a personal mod with no intention of compatibility with other mods, sort of like KyoShinda's Minecraft Expansion Pack; this reply he made pretty much sums things up; Forge is best for adding new things, not changing existing vanilla behavior (which requires "very advanced" modding knowledge, including manipulating bytecode, of which I only know how to change some values, such as when modding 1.7+ versions to get the 1.6.4 caves back in them):
I gave up on forge again. Unless forge makes it simpler to override base code I won't bother. When I update it for 1.7.x I'll check if it works with Optifine.
Thanks.. Guess I'll just have to make 2 separate worlds.
Another thing that I should note is that if you want to use AMIDST to find a seed it doesn't show the proper biomes and often crashes due to this; I've used it to find a suitable seed based on land/ocean using vanilla 1.6.4 (aside from islands in oceans and the locations of Mushroom Islands, which I used to get more islands, they are the same; the locations of villages and temples are also different and not accurate even when using it with the mod since I'd changed their frequency to account for their biomes being rarer, plus excluded them from 512 blocks of the origin, and AMIDST uses their vanilla placement code).
It is also possible to generate a world using my mod, then load it in a different version; the only naturally generated block that I added is amethyst ore (block ID 200) and missing blocks wouldn't be very noticeable; the 1.8 stones are simply metadata variants of stone and will become as such in vanilla (they actually retain their metadata until you mine them, the game just ignores it), although you won't get any features added by any other mods.
Also, if you haven't yet, I uploaded a version with the features I'd mentioned (I often update, usually just minor things that you won't notice, only mentioning any significant changes); I also changed the time taken to reach maximum difficulty to 100 hours, up from 50, to consider the fact that it is now global (I mainly did this because with how I play the regional difficulty never reaches its maximum outside of my main base).
I just got slimes to swim, a featured added in 1.8:
Also, since magma cubes extend the slime class they automatically got the ability to swim as well; this applies to water and lava in both cases (unlike 1.8 I didn't completely update their AI, I just added a test to the code that makes them jump, based on a counter, to also check if they are in water or lava; looking at the EntityAISwimming class shows that swimming is just jumping rapidly in succession).
As with the last version, this is another major update that add more biomes and new blocks; world generation is not compatible, as are changes to amethyst ore and blocks, which are now based on the same block ID as obsidian, using metadata to distinguish them; the same was done with other new blocks such that the diamond Ender chest is the only new block added.
New biomes: Additional new biomes, taken from 1.7 plus my own, have been added:
Vanilla Mega Taiga variants: These are based off the vanilla 1.7 mega taiga biomes, with the same trees (grown from 2x2 spruce saplings, in any biome since they are the only 2x2 spruce trees; 50% chance of either variant), unlike my own mega taiga which uses my own trees; notably, the ground cover contains podzol and coarse dirt, added using a Perlin noise function:
As seen here you can also craft coarse dirt; Silk Touch is required to harvest it, while it can be directly tilled into farmland (instead of reverting to normal dirt):
Savannas: These generate with acacia trees made of jungle wood logs and oak leaves, which can be regrown with oak saplings in a savanna biome (1/5 chance of a regular oak tree instead, same as the world generation chance). there are three variants, a flat plains-like savanna which also features villages and horses, making them a bit more common (I'd already doubled their effective frequency by reducing their spacing but the number of biomes more than offsets this; horses can also be found in Hilly Plains biomes), Savanna Plateau, an elevated version of savanna, and Savanna Mountains, featuring extreme terrain which usually exceeds y=128, the limit for terrain generation prior to 1.7, and often has huge overhangs and floating islands; this was done by blending in noise with the normal noise functions:
Notably, rivers are still able to carve through even the highest mountains, like these Extreme Hills:
Roofed Forest: In the second screenshot above you can see a roofed forest in the foreground, which contains trees consisting of spruce wood and oak leaves; like the other trees I added, they can be regrown from oak saplings in a 2x2 arrangement in their respective biome (the same arrangement grows other 2x2 trees in other biomes).
Ice Plains Spikes: An uncommon technical biome found in Ice Plains, featuring spikes of packed ice (based on ice with a different texture, this causes it to be transparent to light and treated as transparent for placing blocks and mob spawning). Packed ice can also be crafted with 4 regular ice, a feature not present in vanilla but I thought it should be:
Mega Mixed Forest: Based on the mixed forest biome, with all types of small trees (large oaks have been removed - only from this biome though), but with their giant variants instead - mega trees (as in mega forest and mega tree plains), big jungle trees, all three mega taiga tree variants, and 2x2 big oak trees; unlike the other "mega tree" biomes there are only giant trees so it is fairly open underneath:
Flower Forest: A relatively sparse forest with large numbers of flowers, including many new variants, which are also found in patches elsewhere:
The new flowers were added using dandelions as a base, using metadata; including the vanilla dandelions (renamed from "flower", as they were named until 1.7) and roses (not retextured/named to poppies) a total of 16 variants can be found; note that blue orchids are only naturally found in swamps but all flowers can be grown with bonemeal, with 25% of flowers being roses, 25% dandelions and 50% other flowers (7.5 - 7.5 - 85% in Flower Forests):
Dandelions
Roses
Poppies
Red, pink, orange, white tulips
Peonies*
Rose bushes*
Cyan Roses (from Pocket Edition)
Paeonia (unimplemented flower)
Allium
Blue Orchid
Oxeye Daisy
Lilac*
Azure Bluet
Note that these are all one block high; the * flowers use modified textures from their double versions. These can also be crafted into their respective dyes. Note that if you place a non-rose flower in a flower pot it will appear as a peony and drop a dandelion; this is a bug due to how the game renders them (normally invalid metadata simply gives the default texture) and they also drop always dandelions (changing this would require changing the block rendering, editing a 400 KB class probably also modified by Optifine; and to accommodate more flowers flower pots would have to be converted to a tile entity (as in 1.7), again with its own new rendering methods).
Other changes (some added in the last update to version 2):
-Added crafting recipes for unpolished stone variants
-Silk Touch now required to mine unpolished stone variants (previous version had this as an option)
-Wolves no longer despawn (as they spawn like passive mobs they otherwise disappear from a world unless you find and tame them soon after exploring new chunks); they are rarer however (lowered spawn chance) except in mega taiga biomes
-Tree density varies from chunk to chunk, using various (depending on biome) noise functions; for example, the density of trees in savannas is varied from 1-4 attempts per chunk over 4x4 chunk regions, blending in adjacent regions). This is less obvious in forests due to the greater tree density.
-The underground depth was increased by two more blocks, with lava now generating at y=3 and ores proportionally lowered; diamond is now found up to y=8 but is more common in the upper layers (50% instead of 10% of peak concentration on the highest layer) than vanilla since it was adjusted for the increased space (59 instead of 52 layers below sea level; caves were shifted down accordingly with some extra caves generating higher up and ravines having a wider range). This also means that there are only three layers down to bedrock, still enough that lava pouring down on you is a hazard when mining (as amethyst ore is about 8 times rarer than diamond above y=2 you ideally want to mine standing on bedrock; at y=1 it is about half as common).
-Changes to biome distribution; my previous method of making some biomes less common did not scale very well, requiring values to be changed every time a new biome was added; I changed it to a weighting system which gives common biomes a weight of 4, uncommon biomes a weight of 2, and rare biomes a weight of 1. Following is a list of biomes by each category; there are a total of 73 biomes and their variants (the following doesn't include variants), including 23 vanilla biomes (21 excluding the End/Nether):
Common biomes (* = original vanilla 1.6.4 biomes):
Desert*
Forest*
Extreme Hills*
Swampland*
Plains*
Winter Taiga*
Jungle*
Mega Tree Plains
Hilly Plains
Mountainous Desert
Tropical Swamp
Mixed Forest
Bushlands
Mesa
Birch Forest
Taiga
Mega Forest
Big Oak Forest
Winter Forest
Savanna
Roofed Forest
Uncommon biomes
Forest Mountains (2 variations, effectively a common biome)
Mega Taiga
Lake
Ice Plains*
Savanna Plateau
Savanna Mountains
Flower Forest
Mega Mixed Forest
Rare biomes:
Volcanic Wasteland
Mega Taiga (vanilla; both of these are effectively an uncommon biome)
Mega Spruce Taiga
Biome generation in vanilla snowy zones:
8% Winter Taiga
8% Winter Forest
8% Mega Taiga
3% Mega Taiga (vanilla)
3% Mega Spruce Taiga
30% Ice Plains*
40% other biomes (taken from lists above)
-Reduced mining time of diamond Ender chests by 50%, which still takes twice as long as obsidian to mine and you still don't get them with Silk Touch (I figured that taking 10 seconds even with Efficiency V was a bit too long; by comparison, normal Ender chests take slightly less than half the time of obsidian).
-As an odd side effect of using obsidian as the base for amethyst ore and blocks it is possible to use them to make a (very expensive) Nether portal; they also now take twice as long to mine as a result:
-The original amethyst ore block still exists in the code (/give playername 200 1 can be used to obtain it but it is just a block with the texture of amethyst ore) and is used to keep statistics when amethyst ore is mined, which would otherwise count as obsidian; this is done by redirecting the block stats for obsidian when the appropriate metadata (1) is mined, the same technique also enables changing the drop (amethyst and XP instead of itself). This also means you can craft obsidian since amethyst blocks are also based on obsidian and is not redirected (the original block no longer exists, replaced with a crafting recipe for obsidian with metadata 2).
-Reduced amount of loot in strongholds; or rather, reduced the chance of the maximum, as instead of generating a fixed number of items per chest I randomized the count; for example, vanilla dungeons have a fixed 8 tries to place items in a chest (some may overwrite previous tries) while I randomize this between 6 and 20, or max(6, 4 + random(random(17) + 1)); 50% of the time there will be 8 or fewer tries since random(17) returns 0-16, averaging 8, and doing this twice cuts the average in half again, while there is only a 1 in 289 chance of 20 tries.
-Passive mobs will favor pathfinding to points above sea level when they are below (path weight progressively reduced for each layer below); this discourages them from walking to caves, especially once you've lit them up (I've even found animals that ended up all the way down at lava level).
-The pre-1.7 restriction of the height of terrain to no more than y=128 was removed, with the result that mountains and even rarely hills can exceed this limit:
Forest Mountains:
Winter Forest Mountains (default):
Big Oak Forest Hills reaching y=130, which is representative of the x-hills height in most biomes that have them. Mega Forest Hills could possibly have treetops exceeding y=200 depending on the maximum height hills can reach:
Map update (8/1/2015):
Maps have been updated so they render like they do in 1.7 and later, completely filling in item frames, and hardened and stained clay (all colors) now render using the color for dirt, instead of the default stone color, which makes mesas look better on maps:
In addition, maps are now centered to a grid according to the map scale; for example, fully zoomed (level 4) maps will be centered at multiples of 2048 blocks, starting at 0, 0; to make a map centered at 2048, 0 you zoom out the map while standing anywhere between +1024 to +3072 (X) and -1024 to +1024 (Z), or go off the right edge of an existing level-4 map centered at 0, 0.
Note that the new center location when zooming out is based on your current position, so if you initialize a level-0 map at 0, 0 then walk to 300, 0 before zooming it out once the new level-1 map will be centered at 256, 0, not 0, 0. Similarly, at 500, 0 it will be centered at 512, 0, and so on.
Some other changes/additions:
- Podzol can now be crafted with dirt and spruce leaves, using a 2x2 recipe similar to coarse dirt but with leaves in place of gravel, giving you 2 podzol
- The crafting recipe for granite was changed to a 2x2 recipe to be consistent with the other stones since I thought it was a bit odd
- Dead bushes drop 0-2 sticks when broken, a feature that has been added in the 1.9 snapshots
- Dead bushes were made renewable by using bonemeal on sand or gravel, which will give you (usually) 3-6 dead bushes. They can also now be placed on dirt in addition to sand, gravel, hardened clay, and stained clay (they had been added to mega taigas but they only generated on any sand near water due to this omission).
- Oak wood planks can be crafted from 4 sticks in a 2x2 pattern, giving you two planks, just a fun feature I thought to add which goes well with the above since it means that means that sticks and planks are renewable in a Superflat preset like Desert; a Skyblock-type map without trees would also be a fun thing to play (get sticks from witches)
- Desert temples now have stained clay in place of wool, and a "bug" (possibly not) was fixed by removing an extra block present on the back side (possibly to represent the block that would normally cover the opening at the top, which I'd covered up to help make them darker so mobs spawn inside)
(this used to be in the OP but it got too large(!) so the descriptions for all previous updates have been moved to separate comments which originally described features added by that update)
It would be really nice to see roofed forests being more mountainous, with high rolling hills and large lakes. Could you consider adding that in the new TMCW?
They can have mountains, like any other biome; the screenshots just happened to be in a relatively flat area, you can easily find x-hills with terrain to y=100, and less commonly even in regular biomes.
Also, I've since added more:
Vanilla mega taiga and mega spruce taiga biomes - along with coarse dirt (crafted with dirt and gravel) and podzol:
Flower Forest, with many new flowers (craftable into dyes), also found in other biomes:
Note that in both cases the new blocks I added are based off of existing blocks; for the flowers I based them off of dandelions (as opposed to roses), adding most of the 1.7 variants, including a few double height variants cropped down to one block - and a couple new flowers; the cyan flower from the Pocket Edition and paeonias. Coarse dirt and podzol are completely compatible with the 1.7 blocks as they are variants of dirt with the same data values (the reason for the flowers is because in vanilla dandelions are more common than roses, and if loaded in vanilla they will revert back to dandelions, without leaving roses/poppies everywhere; flowers are generated as commonly as in vanilla in most biomes, except for blue orchids in swamps (biome exclusive, as is also the case in 1.7) and all flowers except those in Flower Forests).
And yes - that is a poppy next to a rose:
Also, this is an example of the height variation I was referring to; one of the screenshots above conversely shows a lake (which generate as biomes themselves, but also occur simply because the land is underwater, as in that case):
Also, I've considered making amethyst ore and blocks based on obsidian (using metadata), as this would make it more "vanilla compatible" (i.e. load the world into vanilla and not lose blocks; incidentally, blocks with invalid metadata are not actually reset to zero until you mine them, so they won't lose it); this would also enable me to remove my modifications to the pickaxe class, which I had to modify so it could only be mined with a diamond pickaxe or itself; blocks with the same block ID all behave the same with regards to mining (it might be tricky getting separate drops, especially since one drops a different item other than itself, is affected by Fortune, etc, although I can override the "dropBlockAsItem" method as necessary).
This won't work in most modpacks, not if they are to used with Forge; I probably should update the OP to include this at the top given how many people have asked me if they can use it with Forge and/or in a modpack (which I don't mind).
As I've mentioned before I've mainly made this for my own use and don't consider compatibility with other mods, aside from Optifine (as breaking Optifine compatibility is a deal-breaker for many people), and in particular it is one of those mods you add directly to the jar (at one time I did use Forge - and edited the Forge-patched source to ensure compatibility but doing so would require a lot of rewrites; currently there are 140 source files, about half of which are edited base classes, many of them modified in ways that would likely break compatibility anyway, such as changing the number and type of parameters to methods and in some cases completely overhauling entire classes, such as my cave generator class, which replaces three vanilla classes, as a stand-alone class (not extending MapGenbase), and with different parameters to its "generate" method).
Are you basically adding all the 1.7 stuff in TMCW ?
It looks really good, and I don't understand why Mojang can't code better than a mod-maker.
One thing I 'miss' is mipmapping. Do you have that turned off in your screenies or was there no mipmap back in 1.6?
Optifine has mipmapping in its 1.6.4 version; in fact, it even claims to support the 1.8 skin format, although I believe that just means combining the two layers into one since there are no skin options (otherwise, you only see the first layer, except for the head). Although I don't use it while playing; while it does smooth out so far textures I don't notice the difference most of the time.
Also, I'm not planning on adding every feature; in particular, I want to avoid adding in new blocks and items (beyond amethyst, which I excluded from the modified version I've used with my first world, which only has the diamond ender chest as a new block (if loaded into 1.7 these will turn into double plants; conversely, loading a 1.7 world with the mod will cause double plants to turn into them). New items are particularly troublesome since the game regenerates chunks with invalid items (I could just get rid of amethyst tools but I also have amethyst generate in chests and zombies rarely carry the tools).
In fact, I've even made it so that if I ever wanted to revert my world to vanilla again I can easily delete new chunks, as they have only one layer of bedrock, using a tool that can delete chunks* without a specified block in an area, even though there wasn't any need to do so (as caves generate with the vanilla height and lava height; otherwise, in TMCW it would go within 1 block of the top of lava, which was lowered to y=5, removing bedrock also allows for my method of generating amethyst ore so that on the lowest two layers (y=1-2) it generated as often as diamond (still less common due to how ores generates), dropping off to 1/8 above y=2, this makes you want to mine at y=2, if not standing on bedrock; y=6 is otherwise just as good for diamonds as y=11 in a normal world (y=10 is the max so don't try mining at y=11/12); diamonds are also less common overall but that doesn't matter unless you need the most from a given area).
*I actually already used this before; I'd populated existing chunks with the new stones (which will just revert to stone if loaded into vanilla prior to 1.8) by modifying the biome decorator to only populate chunks with them and remove torches from unexplored mineshafts (deleting torches attached to wooden planks in a certain manner below sea level, avoiding most torches I'd placed, only occasionally did I come across an area with a missing torch while I was reexploring caves to mine the coal I hadn't mined prior to 1.6) and repopulated every chunk (by having the game ignore the "is chunk populated" flag, as opposed to using MCEdit to mark them as unpopulated) by flying around in Creative after copying the region files into a Superflat void world, then deleting chunks without bedrock, as empty chunks had generated around the edges.
For my first world version, I'm considering throwing the new biomes into the area occupied by Ice Plains, as I haven't explored any yet, though I know there is a huge area to the west so confining them to this won't make them too rare; I'd already replaced two-thirds of Ice Plains with other biomes, which I also did in the original version, reducing the size of these areas, while occasionally generating Ice Plains anywhere else.
V2 running fine. I just dragged the V3 files over to replace the V2 files and the game won't start. Anyone else having issues?
When I switched back to V2 it was fine, and booted as usual.
Did you just add the files to an already modified jar, or did you use a fresh jar? I changed a lot of code, far beyond just adding some new things, both adding and removing classes (think of the code rewrites in recent versions); for example, I changed amethyst ore and blocks to be based on obsidian and put all of the crafting recipes into a single class (instead of modifying 3-4 separate classes, e.g. one for general crafting, one for tools, another for armor, etc as it doesn't really matter where you add them); one class that I can think of will certainly cause issues is the ItemPickaxe class, since I no longer needed it after I changed amethyst to be based on obsidian (I had to tell the game what mining level it was; some materials have built-in mining levels but obsidian, and other blocks requiring a diamond pickaxe to mine, is a special case); with the new version installed but old files present this class will now refer to a nonexistent block (amethyst block) and cause a crash.
Note that this also means that the versions are not compatible with each other, beyond the changes to world generation (amethyst ore actually still exists but doesn't do anything, I just use it as a placeholder for statistics, redirecting obsidian with a metadata of 1 to it).
That said, do you get any sort of error in the game output or launcher log? I just tested it just to be sure and there weren't any problems (I actually just played with it, using a slightly modified assets folder to include a few textures I changed for myself but otherwise identical, I extracted the zip and installed from it just to be safe). One thing to beware - I did forget to delete META-INF the first time I installed it, resulting in an "a java exception has occurred" error message.
I just thought this was an interesting find from a test world I made, using the seed -3145712944389938890 (default, but large biomes probably works as well as long as it isn't underwater):
That's 87 blocks across at the widest point (554-467):
It is also 60 blocks deep at the deepest:
That said, you aren't going to find that every day; as shown by the coordinates I flew over 3,000 blocks and while I've found some big caves before that is by far the biggest crater I've ever seen.
Also, this is an analysis of the size distribution of caves that I made a while ago showing just how uncommon it is to find something like that, which is still valid for the new version (the locations of caves are considerably different from vanilla now, previously it was just some larger caves and ravines and otherwise the same as vanilla besides being deeper down; the change occurred after I changed some code for optimizing, and I don't really consider having mostly the same caves to be important):
There are also some other interesting things nearby; just to the east-northeast you can find a volcanic wasteland biome, the rarest non-Mushroom Island biome (I consider the two vanilla mega taiga variants to be one, thus twice as common); this biome is unique in that there is no water to be found, except for rivers, and magma cubes spawn similar to slimes (this lets you get magma cream without going to the Nether but you need blaze rods anyway, plus the rarity of the biome means you won't find them that often); this is also a good place to mine as ores have extended ranges (iron can be found anywhere, less commonly above sea level, other ores have higher ranges as well, though the per-layer concentrations of rarer ores are unchanged, amethyst ore in particular still drops off in abundance above y=2 but about twice as much is exposed in caves, which isn't saying much due to the rarity. Most significant is the generation of veins of emerald ore, as opposed to single blocks, the latter of which are also found in Forest Mountains, making it a bit less rare than otherwise considering that Extreme Hills are displaced by other biomes):
Also, an interesting tiny village further east - which the game still managed to screw up despite nearly level ground:
The only door - and they can't get into it...
You also spawn in an ice plains bordered by a mesa.
I added them to the V2 jar. I'll go try it again on a fresh jar, and let you know.
No, I didn't get any errors. I have my launcher set to reappear when the game closes, so when I clicked "play" the launcher disappeared and then reappeared after about 5 seconds. The game wouldn't launch, but I didn't get any errors.
I added a small but useful feature - the ability to combine two very damaged anvils and get an undamaged anvil, which is something I'd once mentioned in a thread regarding anvils as being "too costly":
Note that anvils have a 12% chance of being damaged per use, which translates to an average of 8.3 uses per level of damage, thus on average an anvil lasts for 25 uses, or 16.6 uses to become very damaged, and a combined total of 33.3 uses for two very damaged anvils; when combined to make a new anvil you get another 25 uses, or 58.3 uses total, 8.3 (16.6%) more than simply using the two anvils until they break; this is especially useful if an anvil becomes damaged in just a few uses.
I'm not even sure if this mod would work on multiplayer; I have added it to a server jar and used Minecraft Land Generator to generate a world but have not actually played on it; some of the code is client-side and clients would require the mod to fully work.
Although it is certainly possible to pregenerate a world as mentioned above and then play on it in vanilla for the terrain only; some of the biomes will look funny, particularly if loaded into 1.7 or later (any unrecognized biomes are seen as plains; some of the biomes have IDs corresponding to 1.7+ biomes) but all naturally generated blocks are vanilla compatible (some will lose their function, such as amethyst ore becoming obsidian, but won't disappear; others, like the 1.8 stone types and podzol/coarse dirt are directly cross-compatible with the vanilla blocks; of note, blocks do not lose their metadata even when loaded into a version that doesn't support it, as shown here).
Why dont you make your own "minecraft" ? Start from 1.6.4, and just code it any way you like? i mean.. just wow. I am very impressed. (here i was, proud that i added a drinking animation to mushroom soup instead of the vanilla eating animation xD)
you don't have to.. it's just an idea. I mean, you could start a blogspot, or a tumblr, and just.. code. for fun. maybe take ideas from others in your little community, have some people make graphics for you, just a small little group of follows.. like minecraft in the old days..
just an idea
Alright, thanks for responding
I downloaded this mod the other day and added it to my 1.6.4 forge folder with all the other mods and it didn't work. I didn't get any errors or crashes.
I'm only running Thaumcraft, Tconstruct, journey map, and vein miner. Would you happen to know if any of these cause conflicts?
...
This is not a Forge mod and is incompatible with Forge; even if you added it to the jar (yes, you add it to the jar, as shown here) it will just crash Forge, even without any other mods installed since it is incompatible with Forge itself.
I don't have any intention of providing compatibility since I don't use Forge myself (I did for a time but I modified the Forge source so I could mod it without conflicting with Forge). As far as I know, the only mod it doesn't conflict with is Optifine (actually, even there my fix for enchanted item glint lag, which I recently removed since I've never had any problems except when I used the Improved First Person View mod, conflicted with Optifine, though this was just Optifine or my mod overwriting their respective classes with the result depending on the order they were installed).
Also, it is certainly incompatible with pretty much any mod that modifies world generation, and I've modified much more. In fact, I'm currently revamping the way regional difficulty works; instead of regional difficulty you now have global difficulty (i.e. regional difficulty increases based on the inhabited time of a chunk, I've changed it to use the total world time), adding spiders with potion effects on any difficulty (chance dependent on difficulty; maximum "global" difficulty also now scales up better, instead of being linted to 1 on Easy- and Normal and 1.5 on Hard it is now 1-1.25-1.5, thus Normal is now between Easy and Hard, not the same, sort of like how I modded zombies to have a 2-4-6% chance of weapons instead of 1 or 5 %), and more (I've actually just uploaded some new changes, including a few more bugfixes, such as an XP orb location bug; just the other day I doubled the speed of cave generation, reducing initial world generation time by 3 seconds, so not insignificant, by using an array to store precalculated data).
Basically, as I said earlier this is mainly a personal mod with no intention of compatibility with other mods, sort of like KyoShinda's Minecraft Expansion Pack; this reply he made pretty much sums things up; Forge is best for adding new things, not changing existing vanilla behavior (which requires "very advanced" modding knowledge, including manipulating bytecode, of which I only know how to change some values, such as when modding 1.7+ versions to get the 1.6.4 caves back in 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?
Thanks.. Guess I'll just have to make 2 separate worlds.
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Another thing that I should note is that if you want to use AMIDST to find a seed it doesn't show the proper biomes and often crashes due to this; I've used it to find a suitable seed based on land/ocean using vanilla 1.6.4 (aside from islands in oceans and the locations of Mushroom Islands, which I used to get more islands, they are the same; the locations of villages and temples are also different and not accurate even when using it with the mod since I'd changed their frequency to account for their biomes being rarer, plus excluded them from 512 blocks of the origin, and AMIDST uses their vanilla placement code).
It is also possible to generate a world using my mod, then load it in a different version; the only naturally generated block that I added is amethyst ore (block ID 200) and missing blocks wouldn't be very noticeable; the 1.8 stones are simply metadata variants of stone and will become as such in vanilla (they actually retain their metadata until you mine them, the game just ignores it), although you won't get any features added by any other mods.
Also, if you haven't yet, I uploaded a version with the features I'd mentioned (I often update, usually just minor things that you won't notice, only mentioning any significant changes); I also changed the time taken to reach maximum difficulty to 100 hours, up from 50, to consider the fact that it is now global (I mainly did this because with how I play the regional difficulty never reaches its maximum outside of my main base).
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 just got slimes to swim, a featured added in 1.8:
Also, since magma cubes extend the slime class they automatically got the ability to swim as well; this applies to water and lava in both cases (unlike 1.8 I didn't completely update their AI, I just added a test to the code that makes them jump, based on a counter, to also check if they are in water or lava; looking at the EntityAISwimming class shows that swimming is just jumping rapidly in succession).
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?
Version 3 update:
New biomes: Additional new biomes, taken from 1.7 plus my own, have been added:
Vanilla Mega Taiga variants: These are based off the vanilla 1.7 mega taiga biomes, with the same trees (grown from 2x2 spruce saplings, in any biome since they are the only 2x2 spruce trees; 50% chance of either variant), unlike my own mega taiga which uses my own trees; notably, the ground cover contains podzol and coarse dirt, added using a Perlin noise function:
As seen here you can also craft coarse dirt; Silk Touch is required to harvest it, while it can be directly tilled into farmland (instead of reverting to normal dirt):
Savannas: These generate with acacia trees made of jungle wood logs and oak leaves, which can be regrown with oak saplings in a savanna biome (1/5 chance of a regular oak tree instead, same as the world generation chance). there are three variants, a flat plains-like savanna which also features villages and horses, making them a bit more common (I'd already doubled their effective frequency by reducing their spacing but the number of biomes more than offsets this; horses can also be found in Hilly Plains biomes), Savanna Plateau, an elevated version of savanna, and Savanna Mountains, featuring extreme terrain which usually exceeds y=128, the limit for terrain generation prior to 1.7, and often has huge overhangs and floating islands; this was done by blending in noise with the normal noise functions:
Notably, rivers are still able to carve through even the highest mountains, like these Extreme Hills:
Roofed Forest: In the second screenshot above you can see a roofed forest in the foreground, which contains trees consisting of spruce wood and oak leaves; like the other trees I added, they can be regrown from oak saplings in a 2x2 arrangement in their respective biome (the same arrangement grows other 2x2 trees in other biomes).
Ice Plains Spikes: An uncommon technical biome found in Ice Plains, featuring spikes of packed ice (based on ice with a different texture, this causes it to be transparent to light and treated as transparent for placing blocks and mob spawning). Packed ice can also be crafted with 4 regular ice, a feature not present in vanilla but I thought it should be:
Mega Mixed Forest: Based on the mixed forest biome, with all types of small trees (large oaks have been removed - only from this biome though), but with their giant variants instead - mega trees (as in mega forest and mega tree plains), big jungle trees, all three mega taiga tree variants, and 2x2 big oak trees; unlike the other "mega tree" biomes there are only giant trees so it is fairly open underneath:
Flower Forest: A relatively sparse forest with large numbers of flowers, including many new variants, which are also found in patches elsewhere:
The new flowers were added using dandelions as a base, using metadata; including the vanilla dandelions (renamed from "flower", as they were named until 1.7) and roses (not retextured/named to poppies) a total of 16 variants can be found; note that blue orchids are only naturally found in swamps but all flowers can be grown with bonemeal, with 25% of flowers being roses, 25% dandelions and 50% other flowers (7.5 - 7.5 - 85% in Flower Forests):
Dandelions
Roses
Poppies
Red, pink, orange, white tulips
Peonies*
Rose bushes*
Cyan Roses (from Pocket Edition)
Paeonia (unimplemented flower)
Allium
Blue Orchid
Oxeye Daisy
Lilac*
Azure Bluet
Note that these are all one block high; the * flowers use modified textures from their double versions. These can also be crafted into their respective dyes. Note that if you place a non-rose flower in a flower pot it will appear as a peony and drop a dandelion; this is a bug due to how the game renders them (normally invalid metadata simply gives the default texture) and they also drop always dandelions (changing this would require changing the block rendering, editing a 400 KB class probably also modified by Optifine; and to accommodate more flowers flower pots would have to be converted to a tile entity (as in 1.7), again with its own new rendering methods).
Other changes (some added in the last update to version 2):
-Added crafting recipes for unpolished stone variants
-Silk Touch now required to mine unpolished stone variants (previous version had this as an option)
-Wolves no longer despawn (as they spawn like passive mobs they otherwise disappear from a world unless you find and tame them soon after exploring new chunks); they are rarer however (lowered spawn chance) except in mega taiga biomes
-Tree density varies from chunk to chunk, using various (depending on biome) noise functions; for example, the density of trees in savannas is varied from 1-4 attempts per chunk over 4x4 chunk regions, blending in adjacent regions). This is less obvious in forests due to the greater tree density.
-The underground depth was increased by two more blocks, with lava now generating at y=3 and ores proportionally lowered; diamond is now found up to y=8 but is more common in the upper layers (50% instead of 10% of peak concentration on the highest layer) than vanilla since it was adjusted for the increased space (59 instead of 52 layers below sea level; caves were shifted down accordingly with some extra caves generating higher up and ravines having a wider range). This also means that there are only three layers down to bedrock, still enough that lava pouring down on you is a hazard when mining (as amethyst ore is about 8 times rarer than diamond above y=2 you ideally want to mine standing on bedrock; at y=1 it is about half as common).
-Changes to biome distribution; my previous method of making some biomes less common did not scale very well, requiring values to be changed every time a new biome was added; I changed it to a weighting system which gives common biomes a weight of 4, uncommon biomes a weight of 2, and rare biomes a weight of 1. Following is a list of biomes by each category; there are a total of 73 biomes and their variants (the following doesn't include variants), including 23 vanilla biomes (21 excluding the End/Nether):
Common biomes (* = original vanilla 1.6.4 biomes):
Desert*
Forest*
Extreme Hills*
Swampland*
Plains*
Winter Taiga*
Jungle*
Mega Tree Plains
Hilly Plains
Mountainous Desert
Tropical Swamp
Mixed Forest
Bushlands
Mesa
Birch Forest
Taiga
Mega Forest
Big Oak Forest
Winter Forest
Savanna
Roofed Forest
Uncommon biomes
Forest Mountains (2 variations, effectively a common biome)
Mega Taiga
Lake
Ice Plains*
Savanna Plateau
Savanna Mountains
Flower Forest
Mega Mixed Forest
Rare biomes:
Volcanic Wasteland
Mega Taiga (vanilla; both of these are effectively an uncommon biome)
Mega Spruce Taiga
Biome generation in vanilla snowy zones:
8% Winter Taiga
8% Winter Forest
8% Mega Taiga
3% Mega Taiga (vanilla)
3% Mega Spruce Taiga
30% Ice Plains*
40% other biomes (taken from lists above)
-Reduced mining time of diamond Ender chests by 50%, which still takes twice as long as obsidian to mine and you still don't get them with Silk Touch (I figured that taking 10 seconds even with Efficiency V was a bit too long; by comparison, normal Ender chests take slightly less than half the time of obsidian).
-As an odd side effect of using obsidian as the base for amethyst ore and blocks it is possible to use them to make a (very expensive) Nether portal; they also now take twice as long to mine as a result:
-The original amethyst ore block still exists in the code (/give playername 200 1 can be used to obtain it but it is just a block with the texture of amethyst ore) and is used to keep statistics when amethyst ore is mined, which would otherwise count as obsidian; this is done by redirecting the block stats for obsidian when the appropriate metadata (1) is mined, the same technique also enables changing the drop (amethyst and XP instead of itself). This also means you can craft obsidian since amethyst blocks are also based on obsidian and is not redirected (the original block no longer exists, replaced with a crafting recipe for obsidian with metadata 2).
-Reduced amount of loot in strongholds; or rather, reduced the chance of the maximum, as instead of generating a fixed number of items per chest I randomized the count; for example, vanilla dungeons have a fixed 8 tries to place items in a chest (some may overwrite previous tries) while I randomize this between 6 and 20, or max(6, 4 + random(random(17) + 1)); 50% of the time there will be 8 or fewer tries since random(17) returns 0-16, averaging 8, and doing this twice cuts the average in half again, while there is only a 1 in 289 chance of 20 tries.
-Passive mobs will favor pathfinding to points above sea level when they are below (path weight progressively reduced for each layer below); this discourages them from walking to caves, especially once you've lit them up (I've even found animals that ended up all the way down at lava level).
-The pre-1.7 restriction of the height of terrain to no more than y=128 was removed, with the result that mountains and even rarely hills can exceed this limit:
Winter Forest Mountains (default):
Big Oak Forest Hills reaching y=130, which is representative of the x-hills height in most biomes that have them. Mega Forest Hills could possibly have treetops exceeding y=200 depending on the maximum height hills can reach:
Map update (8/1/2015):
Maps have been updated so they render like they do in 1.7 and later, completely filling in item frames, and hardened and stained clay (all colors) now render using the color for dirt, instead of the default stone color, which makes mesas look better on maps:
In addition, maps are now centered to a grid according to the map scale; for example, fully zoomed (level 4) maps will be centered at multiples of 2048 blocks, starting at 0, 0; to make a map centered at 2048, 0 you zoom out the map while standing anywhere between +1024 to +3072 (X) and -1024 to +1024 (Z), or go off the right edge of an existing level-4 map centered at 0, 0.
Note that the new center location when zooming out is based on your current position, so if you initialize a level-0 map at 0, 0 then walk to 300, 0 before zooming it out once the new level-1 map will be centered at 256, 0, not 0, 0. Similarly, at 500, 0 it will be centered at 512, 0, and so on.
Some other changes/additions:
- Podzol can now be crafted with dirt and spruce leaves, using a 2x2 recipe similar to coarse dirt but with leaves in place of gravel, giving you 2 podzol
- The crafting recipe for granite was changed to a 2x2 recipe to be consistent with the other stones since I thought it was a bit odd
- Dead bushes drop 0-2 sticks when broken, a feature that has been added in the 1.9 snapshots
- Dead bushes were made renewable by using bonemeal on sand or gravel, which will give you (usually) 3-6 dead bushes. They can also now be placed on dirt in addition to sand, gravel, hardened clay, and stained clay (they had been added to mega taigas but they only generated on any sand near water due to this omission).
- Oak wood planks can be crafted from 4 sticks in a 2x2 pattern, giving you two planks, just a fun feature I thought to add which goes well with the above since it means that means that sticks and planks are renewable in a Superflat preset like Desert; a Skyblock-type map without trees would also be a fun thing to play (get sticks from witches)
- Desert temples now have stained clay in place of wool, and a "bug" (possibly not) was fixed by removing an extra block present on the back side (possibly to represent the block that would normally cover the opening at the top, which I'd covered up to help make them darker so mobs spawn inside)
(this used to be in the OP but it got too large(!) so the descriptions for all previous updates have been moved to separate comments which originally described features added by that update)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
They can have mountains, like any other biome; the screenshots just happened to be in a relatively flat area, you can easily find x-hills with terrain to y=100, and less commonly even in regular biomes.
Also, I've since added more:
Flower Forest, with many new flowers (craftable into dyes), also found in other biomes:
Note that in both cases the new blocks I added are based off of existing blocks; for the flowers I based them off of dandelions (as opposed to roses), adding most of the 1.7 variants, including a few double height variants cropped down to one block - and a couple new flowers; the cyan flower from the Pocket Edition and paeonias. Coarse dirt and podzol are completely compatible with the 1.7 blocks as they are variants of dirt with the same data values (the reason for the flowers is because in vanilla dandelions are more common than roses, and if loaded in vanilla they will revert back to dandelions, without leaving roses/poppies everywhere; flowers are generated as commonly as in vanilla in most biomes, except for blue orchids in swamps (biome exclusive, as is also the case in 1.7) and all flowers except those in Flower Forests).
And yes - that is a poppy next to a rose:
Also, this is an example of the height variation I was referring to; one of the screenshots above conversely shows a lake (which generate as biomes themselves, but also occur simply because the land is underwater, as in that case):
Also, I've considered making amethyst ore and blocks based on obsidian (using metadata), as this would make it more "vanilla compatible" (i.e. load the world into vanilla and not lose blocks; incidentally, blocks with invalid metadata are not actually reset to zero until you mine them, so they won't lose it); this would also enable me to remove my modifications to the pickaxe class, which I had to modify so it could only be mined with a diamond pickaxe or itself; blocks with the same block ID all behave the same with regards to mining (it might be tricky getting separate drops, especially since one drops a different item other than itself, is affected by Fortune, etc, although I can override the "dropBlockAsItem" method as necessary).
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?
Permission to use In modpack?
This won't work in most modpacks, not if they are to used with Forge; I probably should update the OP to include this at the top given how many people have asked me if they can use it with Forge and/or in a modpack (which I don't mind).
As I've mentioned before I've mainly made this for my own use and don't consider compatibility with other mods, aside from Optifine (as breaking Optifine compatibility is a deal-breaker for many people), and in particular it is one of those mods you add directly to the jar (at one time I did use Forge - and edited the Forge-patched source to ensure compatibility but doing so would require a lot of rewrites; currently there are 140 source files, about half of which are edited base classes, many of them modified in ways that would likely break compatibility anyway, such as changing the number and type of parameters to methods and in some cases completely overhauling entire classes, such as my cave generator class, which replaces three vanilla classes, as a stand-alone class (not extending MapGenbase), and with different parameters to its "generate" method).
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?
Optifine has mipmapping in its 1.6.4 version; in fact, it even claims to support the 1.8 skin format, although I believe that just means combining the two layers into one since there are no skin options (otherwise, you only see the first layer, except for the head). Although I don't use it while playing; while it does smooth out so far textures I don't notice the difference most of the time.
Also, I'm not planning on adding every feature; in particular, I want to avoid adding in new blocks and items (beyond amethyst, which I excluded from the modified version I've used with my first world, which only has the diamond ender chest as a new block (if loaded into 1.7 these will turn into double plants; conversely, loading a 1.7 world with the mod will cause double plants to turn into them). New items are particularly troublesome since the game regenerates chunks with invalid items (I could just get rid of amethyst tools but I also have amethyst generate in chests and zombies rarely carry the tools).
In fact, I've even made it so that if I ever wanted to revert my world to vanilla again I can easily delete new chunks, as they have only one layer of bedrock, using a tool that can delete chunks* without a specified block in an area, even though there wasn't any need to do so (as caves generate with the vanilla height and lava height; otherwise, in TMCW it would go within 1 block of the top of lava, which was lowered to y=5, removing bedrock also allows for my method of generating amethyst ore so that on the lowest two layers (y=1-2) it generated as often as diamond (still less common due to how ores generates), dropping off to 1/8 above y=2, this makes you want to mine at y=2, if not standing on bedrock; y=6 is otherwise just as good for diamonds as y=11 in a normal world (y=10 is the max so don't try mining at y=11/12); diamonds are also less common overall but that doesn't matter unless you need the most from a given area).
*I actually already used this before; I'd populated existing chunks with the new stones (which will just revert to stone if loaded into vanilla prior to 1.8) by modifying the biome decorator to only populate chunks with them and remove torches from unexplored mineshafts (deleting torches attached to wooden planks in a certain manner below sea level, avoiding most torches I'd placed, only occasionally did I come across an area with a missing torch while I was reexploring caves to mine the coal I hadn't mined prior to 1.6) and repopulated every chunk (by having the game ignore the "is chunk populated" flag, as opposed to using MCEdit to mark them as unpopulated) by flying around in Creative after copying the region files into a Superflat void world, then deleting chunks without bedrock, as empty chunks had generated around the edges.
For my first world version, I'm considering throwing the new biomes into the area occupied by Ice Plains, as I haven't explored any yet, though I know there is a huge area to the west so confining them to this won't make them too rare; I'd already replaced two-thirds of Ice Plains with other biomes, which I also did in the original version, reducing the size of these areas, while occasionally generating Ice Plains anywhere else.
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?
Yeh MC, you did a great job improving the terrain and cave generation without destroying the Vanilla feel/look.
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V2 running fine. I just dragged the V3 files over to replace the V2 files and the game won't start. Anyone else having issues?
When I switched back to V2 it was fine, and booted as usual.
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Did you just add the files to an already modified jar, or did you use a fresh jar? I changed a lot of code, far beyond just adding some new things, both adding and removing classes (think of the code rewrites in recent versions); for example, I changed amethyst ore and blocks to be based on obsidian and put all of the crafting recipes into a single class (instead of modifying 3-4 separate classes, e.g. one for general crafting, one for tools, another for armor, etc as it doesn't really matter where you add them); one class that I can think of will certainly cause issues is the ItemPickaxe class, since I no longer needed it after I changed amethyst to be based on obsidian (I had to tell the game what mining level it was; some materials have built-in mining levels but obsidian, and other blocks requiring a diamond pickaxe to mine, is a special case); with the new version installed but old files present this class will now refer to a nonexistent block (amethyst block) and cause a crash.
Note that this also means that the versions are not compatible with each other, beyond the changes to world generation (amethyst ore actually still exists but doesn't do anything, I just use it as a placeholder for statistics, redirecting obsidian with a metadata of 1 to it).
That said, do you get any sort of error in the game output or launcher log? I just tested it just to be sure and there weren't any problems (I actually just played with it, using a slightly modified assets folder to include a few textures I changed for myself but otherwise identical, I extracted the zip and installed from it just to be safe). One thing to beware - I did forget to delete META-INF the first time I installed it, resulting in an "a java exception has occurred" error message.
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 just thought this was an interesting find from a test world I made, using the seed -3145712944389938890 (default, but large biomes probably works as well as long as it isn't underwater):
That's 87 blocks across at the widest point (554-467):
It is also 60 blocks deep at the deepest:
That said, you aren't going to find that every day; as shown by the coordinates I flew over 3,000 blocks and while I've found some big caves before that is by far the biggest crater I've ever seen.
Also, this is an analysis of the size distribution of caves that I made a while ago showing just how uncommon it is to find something like that, which is still valid for the new version (the locations of caves are considerably different from vanilla now, previously it was just some larger caves and ravines and otherwise the same as vanilla besides being deeper down; the change occurred after I changed some code for optimizing, and I don't really consider having mostly the same caves to be important):
There are also some other interesting things nearby; just to the east-northeast you can find a volcanic wasteland biome, the rarest non-Mushroom Island biome (I consider the two vanilla mega taiga variants to be one, thus twice as common); this biome is unique in that there is no water to be found, except for rivers, and magma cubes spawn similar to slimes (this lets you get magma cream without going to the Nether but you need blaze rods anyway, plus the rarity of the biome means you won't find them that often); this is also a good place to mine as ores have extended ranges (iron can be found anywhere, less commonly above sea level, other ores have higher ranges as well, though the per-layer concentrations of rarer ores are unchanged, amethyst ore in particular still drops off in abundance above y=2 but about twice as much is exposed in caves, which isn't saying much due to the rarity. Most significant is the generation of veins of emerald ore, as opposed to single blocks, the latter of which are also found in Forest Mountains, making it a bit less rare than otherwise considering that Extreme Hills are displaced by other biomes):
Also, an interesting tiny village further east - which the game still managed to screw up despite nearly level ground:
The only door - and they can't get into it...
You also spawn in an ice plains bordered by a mesa.
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 added them to the V2 jar. I'll go try it again on a fresh jar, and let you know.
No, I didn't get any errors. I have my launcher set to reappear when the game closes, so when I clicked "play" the launcher disappeared and then reappeared after about 5 seconds. The game wouldn't launch, but I didn't get any errors.
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It's working fine with the fresh jar. Thanks.
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I added a small but useful feature - the ability to combine two very damaged anvils and get an undamaged anvil, which is something I'd once mentioned in a thread regarding anvils as being "too costly":
Note that anvils have a 12% chance of being damaged per use, which translates to an average of 8.3 uses per level of damage, thus on average an anvil lasts for 25 uses, or 16.6 uses to become very damaged, and a combined total of 33.3 uses for two very damaged anvils; when combined to make a new anvil you get another 25 uses, or 58.3 uses total, 8.3 (16.6%) more than simply using the two anvils until they break; this is especially useful if an anvil becomes damaged in just a few uses.
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'm not even sure if this mod would work on multiplayer; I have added it to a server jar and used Minecraft Land Generator to generate a world but have not actually played on it; some of the code is client-side and clients would require the mod to fully work.
Although it is certainly possible to pregenerate a world as mentioned above and then play on it in vanilla for the terrain only; some of the biomes will look funny, particularly if loaded into 1.7 or later (any unrecognized biomes are seen as plains; some of the biomes have IDs corresponding to 1.7+ biomes) but all naturally generated blocks are vanilla compatible (some will lose their function, such as amethyst ore becoming obsidian, but won't disappear; others, like the 1.8 stone types and podzol/coarse dirt are directly cross-compatible with the vanilla blocks; of note, blocks do not lose their metadata even when loaded into a version that doesn't support it, as shown here).
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?