First of all: WOW, I've never seen anything like that in my life. How long did that take?
And if cave exploring is a big part of your minecraft life, than this update doesn't necessary make that harder. Of course, you'll need to spend more time looking for caves. But how much time does it cost to get through a previously explored cave when you're dropping off loot?
I really like your last suggestion, that'll be the solution, since some people like big, almost impossible to complete caves, and other people like smaller and less caves.
It took me about 6 months of playing several hours a day; I started playing it right when 1.5.1 came out (that was my first real world, not counting the demo version) and started a new world a couple weeks ago. As for the changes in cave generation, I have already modded the existing release (1.6.2, not going to bother with 1.6.4) and will do the same with 1.7 when it comes out and Forge/MCP and the mods I use update, so my suggestion to allow us to change cave generation is more for other people.
Also, I used JBE to modify the cave gen class in 13w41b, just changing the 15/7 numbers to 40/15, and it generated caves exactly the same way as 1.6.2, even with all of the other changes that were made, so I can just copy+paste my modifications over, only changing a few numbers (calculating the index of the terrain data array) to account for the change in terrain generation, which can now go to the world height limit, previously 128.
I'm glad they decreased it by 62%, all those ravines and caves made quite a bit of lag and the underground was becoming more about climbing than digging and mobs would rain down constantly.
...only changing a few numbers (calculating the index of the terrain data array) to account for the change in terrain generation, which can now go to the world height limit, previously 128.
I'm glad they decreased it by 62%, all those ravines and caves made quite a bit of lag and the underground was becoming more about climbing than digging and mobs would rain down constantly.
Which class do you edit the height limit?
It appears to be much more complicated than simply changing some numbers from what I can see; when a chunk is generated, an array is set up to hold the terrain data, which is a 32768 element 1 dimensional array (16x16x128); they probably still had it limited to 128 blocks becauase the terrain was never changed to exceed this limit (you'll never find Extreme Hills going over 128, actually a few blocks less, but they can in the snapshots).The part I was referring to looks like this (from MapGenCaves):
The array itself is declared in ChunkProviderGenerate, but if you tried changing it to 65536 you'd have to change every reference to it, plus go wherever the terrain is generated to make it go higher than 128 (of course, a 1.7 world can be loaded in 1.6.x without problems, minus new blocks, since the array is only used when generating terrain, as long as they don't change the world height limit).
As for as lag caused by caves, I've only experienced it when messing around with the code, like trying to make the biggest cave system possible (over 1,000 blocks, not that I'd want to explore it); chunks took so long to generate that just walking would bring you to the "edge" of the world and the game crashed a couple times (I did use the modifications to make rare extra-large cave systems, although much smaller, and haven't had any issues).
You mentioned earlier that you built your home on top of a mountain. Are you in an Extreme Hills biome? Many aren't aware, but emeralds will spawn in place of diamonds in Extreme Hills. You can still find diamonds, it's just a lot more rare. Leave the Extreme Hills and you'll find diamonds.
Nope... Unless they changed it in this snapshot (which I doubt) emeralds are generated separately an independently.There does seem to be something different about the caves, but I'm still seeing plenty of surface openings and a few ravines (perhaps fewer than before). However, I have not found any dungeons, in two snapshot worlds. Not too happy about that....
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I have found just 1 dungeon so far, and no mineshafts, despite having explored a gargantuan cave system this last month (that still has dark tunnels to explore).
It feels like there's less massive cave systems in teh snapshots, which is a good thing, if true.
Those screenshots posted earlier (thanks for that) seem similar in ratio, but I noticed there's no abandoned mines in the snapshot. Which is also good, IMO. There were too many of those things.
I generally do like the changes, but... I haven't seen a dungeon since 1.6.x! I hope those haven't been turned into Very Rare Occasions.....
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I generally do like the changes, but... I haven't seen a dungeon since 1.6.x! I hope those haven't been turned into Very Rare Occasions.....
Dungeons require an air space underground in order to generate, so fewer caves = fewer chances of a dungeon generating; as far as I can tell, they still attempt to generate at the same frequency since I've found plenty, with cave generation modified with JBE* (I replaced the numbers I mention upthread with 50 and 17, making caves 3.3x as dense but 2.4x further apart, although just to play around with right now until Forge, MCP and mods update, including updating my greatly modified cave-gen**).
*
Use JBE (Java Bytecode Editor) to open the file api.class and go to the third method listed, which should look like the following:
What you want to change is where it says "bipush" right before the "invokevirtual" calls to Random (I already changed them here to 50 and 17, the original file has 15 and 7; to get the generation in 1.6 and earlier back, use 40 and 15, which will generate caves the same way with the same seed, so a 1.6 world will have caves matching up with new 1.7 generation).
**If you want to see what I have done with the cave generation, click the button below:
This is what worlds (a test world) I generate look like underground using Unmined; the "supercolossal" cave system near the top is 500 blocks across and contains over 1,000 individual caves (they generate only once per 16,384 chunks on average), along with several smaller "supermassive" cave systems, generating once per 4,096 chunks with a 25% of becoming supercolossal (the smallest cave systems everywhere were generated with a density of 50 and frequency of 17, like I did above with JBE, with a chance of generating slightly bigger and the size restricted to 5 to 40, 35 for the larger ones):
Interestingly, the cave size parameter for that massive cave is only set to 30, since I modified how long individual caves generate and made it so they can branch a lot more; a single cave will produce over 40 more; vanilla caves can only branch once into two much narrower and shorter caves.
Here I used MCEdit on that test world to delete chunks, cutting through the supercolossal cave system (note that the surface isn't cut through with caves since they only go through stone, with only some caves being able to go through dirt/grass for occasional entrances):
I also modified ravine generation; this is one of the more extreme examples of what can happen (for scale, this cutaway covers about 100x100 blocks), although ravines can also be smaller than vanilla, weighted towards smaller sizes and less curvature (I vary the width, height, length and curviness; I also prevent their generation in supermassive cave systems):
(this ravine actually loops around in a complete circle at lower levels, other may loop around more than once, in different directions, or have one end under the other but not connected due to how tilted they are; there can also be normal ravines as well)
Dungeons require an air space underground in order to generate, so fewer caves = fewer chances of a dungeon generating; as far as I can tell, they still attempt to generate at the same frequency since I've found plenty, with cave generation modified with JBE* (I replaced the numbers I mention upthread with 50 and 17, making caves 3.3x as dense but 2.4x further apart, although just to play around with right now until Forge, MCP and mods update, including updating my greatly modified cave-gen**).
Thanks for the info, though I'm less concerned with how caves can be modded, than what's actually happened to them. It occurs to me that there's been a major change in balance in 1.7: Dungeons are now very scarce. So are deserts and jungles -- with their respective temples -- and that leaves a serious shortage of treasure chests!
Fishing seems now to be the primary source for name-tags and saddles, but I think folks are pretty much SOL for horse armor. Is there anything else that's still otherwise unobtainable?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I started a new single player world in the snapshots, and after a month of playing, despite lots of caves, I only found 1 dungeon.
However, this doesn't seem to be any sort of set rule. I started a new server for me and my friends to play on once the 1.7 release officially came out, and I myself have found 4 dungeons in just 5 days. I know another person on the server found a double dungeon, and I know other people have found dungeons as well. And this is all in cave systems very near spawn. Maybe it was nerfed in the snapshots, but fixed in the official release? Or it could just be luck.
To the poster above: horse armor generates very frequently in nether fortress chests. If you can't find any dungeons or temples, then your neighborhood nether fortress should have some horse armor. Also my brother found 2 desert temples and a jungle temple when he went exploring, and that was within 1000 blocks of the spawn area. Of course, it helps that we got a dry spawn area.
I have definitely noticed the subtle change in cave generation - I was starting to wonder if it had changed, and this seems to confirm it. Caves definitely seem to be more "stringy" and less "clumpy", and the swiss cheese caves are nearly gone, or at least much much rarer.
The one thing that I'm most upset about though is that enchanted books are much rarer now in dungeon chests (the wiki seems to confirm this). I can get nerfing the generation a little bit (getting 3 or 4 enchanted books in 1 dungeon is a little bit ridiculous), but it now seems to be the most rare item (along with diamond horse armor and golden apples). That frustrates me because that is literally the best loot. I only care about so many saddles and record discs. Also, you can only find 2 types of music discs in chests. Was this always the case?
Also, you can only find 2 types of music discs in chests. Was this always the case?
Finding a Cat or 13 now is like back in '76 when everyone and their brother were issued Frampton Comes Alive. 1.7 is the very first time I found disks (beyond ones purchasable via villagers, and they are so common now that I am beginning to wish they stacked.
I started a new single player world in the snapshots, and after a month of playing, despite lots of caves, I only found 1 dungeon.
However, this doesn't seem to be any sort of set rule. I started a new server for me and my friends to play on once the 1.7 release officially came out, and I myself have found 4 dungeons in just 5 days. I know another person on the server found a double dungeon, and I know other people have found dungeons as well. And this is all in cave systems very near spawn. Maybe it was nerfed in the snapshots, but fixed in the official release? Or it could just be luck.
Possibly, but I started a new world for the 1.7 release. Now I'm trying to remember if that was actually the pre-release... if so, I should find more when I go caving away from spawn.
To the poster above: horse armor generates very frequently in nether fortress chests. If you can't find any dungeons or temples, then your neighborhood nether fortress should have some horse armor. Also my brother found 2 desert temples and a jungle temple when he went exploring, and that was within 1000 blocks of the spawn area. Of course, it helps that we got a dry spawn area.
Which is bizarre, because the Nether is not someplace you really want to be riding around. Not to mention it's the competition to horses!
The one thing that I'm most upset about though is that enchanted books are much rarer now in dungeon chests (the wiki seems to confirm this). I can get nerfing the generation a little bit (getting 3 or 4 enchanted books in 1 dungeon is a little bit ridiculous), but it now seems to be the most rare item (along with diamond horse armor and golden apples). That frustrates me because that is literally the best loot. I only care about so many saddles and record discs. Also, you can only find 2 types of music discs in chests. Was this always the case?
Books probably got cut back from chests because now you can get them from fishing, too. As for music disks, it's only since 1.6 that you could get any of them in chests, and I for one don't approve of that, <harrumph>. ;-)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
For those interested, I decided to do a comparison. Draw from them what you will.
The older world I used for comparison had chunks generated in release 1.2.5 (I used the area around the original spawn point in both worlds), but I believe it's probably comparable for most of the more recent release versions. This is a 700 x 700 block area.
It looks to me like the cave systems don't pile up on top of each other as much anymore. I'll be honest, I haven't really played 1.6 hardly at all, since I mostly use MultiMC, which only has dev builds up for MC versions past 1.5.x
Another thing I'm noticing, is they seemed to tone down the amount of resources. I've been playing my world for 9+ hours, and have less than a stack of iron in the reserves, and still haven't found diamonds.
Which is perfectly fine with me. What's the point of playing if you can accomplish everything within a single play session?
Umm... 9 hours is a single play session for you? ADDICT! Just kidding I knew what you meant.
Anyway, I made a world recently for 1.7.2 and I there are about the same amount of caves visible from the SURFACE, but when I started to quarry down I didnt run into a single cave system. Oh, and when I explored the surface caves they were rather small, but I think it was just random. In conclusion, I do not believe any (major) changes have been made to the cave generation. Thank you.
Umm... 9 hours is a single play session for you? ADDICT! Just kidding I knew what you meant.
Anyway, I made a world recently for 1.7.2 and I there are about the same amount of caves visible from the SURFACE, but when I started to quarry down I didnt run into a single cave system. Oh, and when I explored the surface caves they were rather small, but I think it was just random. In conclusion, I do not believe any (major) changes have been made to the cave generation. Thank you.
No, look at my earlier posts; you can also check for yourself by using JAD to open the file api.class and compare it to this (for 1.5.2, but the same from at least Beta 1.0 to release 1.6.4). Specifically, the first few lines under "recursiveGenerate" (not called that in JAD, but it is easy to see how the code matches). You'll see that the parameter in the first set of random calls was changed from 40 to 15, reducing the maximum size/density of individual cave systems by a factor or nearly three, and the following if statement with a random call was changed from 15 to 7, making cave systems about twice as common, but not compensating for the reduced size, with the result that cave systems are less likely to link together, including vertically (most caves go horizontally).
Of course I fixed that myself by using JBE on the code, changing the numbers to 60 and 10 respectively (50% bigger and 50% more cave systems, or 2.25x more caves than 1.6 or earlier; appropriately enough, I called the world I made on my modded 1.7.2 version "Infinite Caves"; what you see in the second image is about 900x900 blocks):
(this is only a hack until MCP and Forge/mods update, then I will move my main survival world over/start a new world, and use my much more complex cave/ravine mod made with MCP)
Another thing I'm noticing, is they seemed to tone down the amount of resources. I've been playing my world for 9+ hours, and have less than a stack of iron in the reserves, and still haven't found diamonds.
Which is perfectly fine with me. What's the point of playing if you can accomplish everything within a single play session?
You're probably just in a dry area. It happens. If, after exploring a mineshaft for 5 minutes, I don't find many materials, I move on to one that does.
You're probably just in a dry area. It happens. If, after exploring a mineshaft for 5 minutes, I don't find many materials, I move on to one that does.
That's also true; in this thread I looked in the code to find where ores are generated and nothing was changed in 1.7, except for dirt and gravel, which now generate up to the world height limit along with the terrain (previously they were limited to y=128). You may have even noticed that dirt and gravel seem less common than before; they forgot to double the number of veins that generate (2x the height, same generation = 1/2 the density). Oddly, iron in particular seems more common than in earlier versions, or at least what the Wiki says (77 ores per chunk; I've found 90-100 when analyzing areas in MCEdit), other ores are also a bit more common, if not significantly so (less caves, less dirt/gravel = more stone for ores to form in; Amplified also has far more coal because it can occur up to y=128).
I would like to see an option for removing cave systems from world generation at map creation. Or reserve them to specific biomes. I hate it when I find a nice place to build, only to find it's riddled with holes.
It took me about 6 months of playing several hours a day; I started playing it right when 1.5.1 came out (that was my first real world, not counting the demo version) and started a new world a couple weeks ago. As for the changes in cave generation, I have already modded the existing release (1.6.2, not going to bother with 1.6.4) and will do the same with 1.7 when it comes out and Forge/MCP and the mods I use update, so my suggestion to allow us to change cave generation is more for other people.
Also, I used JBE to modify the cave gen class in 13w41b, just changing the 15/7 numbers to 40/15, and it generated caves exactly the same way as 1.6.2, even with all of the other changes that were made, so I can just copy+paste my modifications over, only changing a few numbers (calculating the index of the terrain data array) to account for the change in terrain generation, which can now go to the world height limit, previously 128.
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?
Which class do you edit the height limit?
It appears to be much more complicated than simply changing some numbers from what I can see; when a chunk is generated, an array is set up to hold the terrain data, which is a 32768 element 1 dimensional array (16x16x128); they probably still had it limited to 128 blocks becauase the terrain was never changed to exceed this limit (you'll never find Extreme Hills going over 128, actually a few blocks less, but they can in the snapshots).The part I was referring to looks like this (from MapGenCaves):
The array itself is declared in ChunkProviderGenerate, but if you tried changing it to 65536 you'd have to change every reference to it, plus go wherever the terrain is generated to make it go higher than 128 (of course, a 1.7 world can be loaded in 1.6.x without problems, minus new blocks, since the array is only used when generating terrain, as long as they don't change the world height limit).
As for as lag caused by caves, I've only experienced it when messing around with the code, like trying to make the biggest cave system possible (over 1,000 blocks, not that I'd want to explore it); chunks took so long to generate that just walking would bring you to the "edge" of the world and the game crashed a couple times (I did use the modifications to make rare extra-large cave systems, although much smaller, and haven't had any issues).
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?
Nope... Unless they changed it in this snapshot (which I doubt) emeralds are generated separately an independently.There does seem to be something different about the caves, but I'm still seeing plenty of surface openings and a few ravines (perhaps fewer than before). However, I have not found any dungeons, in two snapshot worlds. Not too happy about that....
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
I think there's one under the snapshot title.
It's called digging a staircase upwards.
Dungeons require an air space underground in order to generate, so fewer caves = fewer chances of a dungeon generating; as far as I can tell, they still attempt to generate at the same frequency since I've found plenty, with cave generation modified with JBE* (I replaced the numbers I mention upthread with 50 and 17, making caves 3.3x as dense but 2.4x further apart, although just to play around with right now until Forge, MCP and mods update, including updating my greatly modified cave-gen**).
*
What you want to change is where it says "bipush" right before the "invokevirtual" calls to Random (I already changed them here to 50 and 17, the original file has 15 and 7; to get the generation in 1.6 and earlier back, use 40 and 15, which will generate caves the same way with the same seed, so a 1.6 world will have caves matching up with new 1.7 generation).
**If you want to see what I have done with the cave generation, click the button below:
Interestingly, the cave size parameter for that massive cave is only set to 30, since I modified how long individual caves generate and made it so they can branch a lot more; a single cave will produce over 40 more; vanilla caves can only branch once into two much narrower and shorter caves.
Here I used MCEdit on that test world to delete chunks, cutting through the supercolossal cave system (note that the surface isn't cut through with caves since they only go through stone, with only some caves being able to go through dirt/grass for occasional entrances):
I also modified ravine generation; this is one of the more extreme examples of what can happen (for scale, this cutaway covers about 100x100 blocks), although ravines can also be smaller than vanilla, weighted towards smaller sizes and less curvature (I vary the width, height, length and curviness; I also prevent their generation in supermassive cave systems):
(this ravine actually loops around in a complete circle at lower levels, other may loop around more than once, in different directions, or have one end under the other but not connected due to how tilted they are; there can also be normal ravines as well)
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 for the info, though I'm less concerned with how caves can be modded, than what's actually happened to them. It occurs to me that there's been a major change in balance in 1.7: Dungeons are now very scarce. So are deserts and jungles -- with their respective temples -- and that leaves a serious shortage of treasure chests!
Fishing seems now to be the primary source for name-tags and saddles, but I think folks are pretty much SOL for horse armor. Is there anything else that's still otherwise unobtainable?
However, this doesn't seem to be any sort of set rule. I started a new server for me and my friends to play on once the 1.7 release officially came out, and I myself have found 4 dungeons in just 5 days. I know another person on the server found a double dungeon, and I know other people have found dungeons as well. And this is all in cave systems very near spawn. Maybe it was nerfed in the snapshots, but fixed in the official release? Or it could just be luck.
To the poster above: horse armor generates very frequently in nether fortress chests. If you can't find any dungeons or temples, then your neighborhood nether fortress should have some horse armor. Also my brother found 2 desert temples and a jungle temple when he went exploring, and that was within 1000 blocks of the spawn area. Of course, it helps that we got a dry spawn area.
I have definitely noticed the subtle change in cave generation - I was starting to wonder if it had changed, and this seems to confirm it. Caves definitely seem to be more "stringy" and less "clumpy", and the swiss cheese caves are nearly gone, or at least much much rarer.
The one thing that I'm most upset about though is that enchanted books are much rarer now in dungeon chests (the wiki seems to confirm this). I can get nerfing the generation a little bit (getting 3 or 4 enchanted books in 1 dungeon is a little bit ridiculous), but it now seems to be the most rare item (along with diamond horse armor and golden apples). That frustrates me because that is literally the best loot. I only care about so many saddles and record discs. Also, you can only find 2 types of music discs in chests. Was this always the case?
Finding a Cat or 13 now is like back in '76 when everyone and their brother were issued Frampton Comes Alive. 1.7 is the very first time I found disks (beyond ones purchasable via villagers, and they are so common now that I am beginning to wish they stacked.
Possibly, but I started a new world for the 1.7 release. Now I'm trying to remember if that was actually the pre-release... if so, I should find more when I go caving away from spawn.
Which is bizarre, because the Nether is not someplace you really want to be riding around. Not to mention it's the competition to horses!
Books probably got cut back from chests because now you can get them from fishing, too. As for music disks, it's only since 1.6 that you could get any of them in chests, and I for one don't approve of that, <harrumph>. ;-)
It looks to me like the cave systems don't pile up on top of each other as much anymore. I'll be honest, I haven't really played 1.6 hardly at all, since I mostly use MultiMC, which only has dev builds up for MC versions past 1.5.x
Umm... 9 hours is a single play session for you? ADDICT! Just kidding I knew what you meant.
Anyway, I made a world recently for 1.7.2 and I there are about the same amount of caves visible from the SURFACE, but when I started to quarry down I didnt run into a single cave system. Oh, and when I explored the surface caves they were rather small, but I think it was just random. In conclusion, I do not believe any (major) changes have been made to the cave generation. Thank you.
No, look at my earlier posts; you can also check for yourself by using JAD to open the file api.class and compare it to this (for 1.5.2, but the same from at least Beta 1.0 to release 1.6.4). Specifically, the first few lines under "recursiveGenerate" (not called that in JAD, but it is easy to see how the code matches). You'll see that the parameter in the first set of random calls was changed from 40 to 15, reducing the maximum size/density of individual cave systems by a factor or nearly three, and the following if statement with a random call was changed from 15 to 7, making cave systems about twice as common, but not compensating for the reduced size, with the result that cave systems are less likely to link together, including vertically (most caves go horizontally).
Of course I fixed that myself by using JBE on the code, changing the numbers to 60 and 10 respectively (50% bigger and 50% more cave systems, or 2.25x more caves than 1.6 or earlier; appropriately enough, I called the world I made on my modded 1.7.2 version "Infinite Caves"; what you see in the second image is about 900x900 blocks):
(this is only a hack until MCP and Forge/mods update, then I will move my main survival world over/start a new world, and use my much more complex cave/ravine mod made with MCP)
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?
You're probably just in a dry area. It happens. If, after exploring a mineshaft for 5 minutes, I don't find many materials, I move on to one that does.
That's also true; in this thread I looked in the code to find where ores are generated and nothing was changed in 1.7, except for dirt and gravel, which now generate up to the world height limit along with the terrain (previously they were limited to y=128). You may have even noticed that dirt and gravel seem less common than before; they forgot to double the number of veins that generate (2x the height, same generation = 1/2 the density). Oddly, iron in particular seems more common than in earlier versions, or at least what the Wiki says (77 ores per chunk; I've found 90-100 when analyzing areas in MCEdit), other ores are also a bit more common, if not significantly so (less caves, less dirt/gravel = more stone for ores to form in; Amplified also has far more coal because it can occur up to y=128).
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?