Typed my username "Daicen" and i spawned in a flower biome with a village, with a mushroom forest or whatever biome its called near by.
Here's the map for "Daicen", "2039590240" numerically.
That's a Flower Forest with a Roofed Forest to west and south.
The village has a church and blacksmith. 7 obsidian, 2 diamond horse armors.
ATTACHMENTS
screenshot_default_2039590240
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There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
you spawn DIRECTLYin between a roofed forest and plains. there's a lava pool close by with coal ore. if you go in the negative Y direction, which is believe is west, you find a swampland with a witch hut. from viewing distance of there you can see a village. pretty okay seed.
ATTACHMENTS
picture
2018-06-06_14.49.55
Rollback Post to RevisionRollBack
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
So, I've been playing Minecraft for like 6 years, and still suck at literally everything you can do in the game.
I tried 'Argon' which is my old username and it gave me a taiga with a village and some small caves. Also wolves that ate all the sheep. >:( The village has two libraries which is nice but no blacksmith or church and too many large houses which is not nice.
'allyourbasesaregone' gives an ordinary forest that sometimes has a lake cutting off a birch tree, but there's also an ocean monument nearby upon further inspection. Spawning next to those things seems to actually be really common, even before 1.13.
I put in the actual seed for MineCraftMilk and got an archipelago with some animals and big trees. Still not the worst seed though, it could make a pretty cool hardcore map.
I used T1Cybernetic in 1.8.9 and got this I may even use that as my new main survival world
Well after yet another hard drive failure and no backup to speak of I am starting a survival world again in the latest Minecraft version 1.13.2 and I will be using same world seed (T1Cybernetic) Let's see how it goes and I wonder if the world generates any differently with all the recent additions to the game.
Do any of you still use your username as the world seed and are you still playing in that world?
For my world, I've used speed of light (in m/s) as a seed.
I never thought to use username or any of my names. For the whole time. Do I regret that? No.
I have also never seen wolrd based on any other seed than 299792458. So all of my played time is on that same world/seed. Don't regret it either.
It's not some exeptional seed like EVERY SINGLE ONE here. No. It's ordinary. But it also isn't, because as the only one, it's based on speed of causality. Pretty important constant.
And it wouldn't be me, if I originally didn't went somewhere uniteresting during the age of exploration. Looking for village in the exactly opposite direction of the closest one to me. And this scheme of events is as fundamental to this universe as the speed of light. "Oh, what a coincidence, that you've did EXACTLY the wrong thing." Coincidence. Yeah…
I tried 'Argon' which is my old username and it gave me a taiga with a village and some small caves. Also wolves that ate all the sheep. >:( The village has two libraries which is nice but no blacksmith or church and too many large houses which is not nice.
'allyourbasesaregone' gives an ordinary forest that sometimes has a lake cutting off a birch tree, but there's also an ocean monument nearby upon further inspection. Spawning next to those things seems to actually be really common, even before 1.13.
In 1.17, my allyourbasesaregone seed spawns a fully exposed underwater amethyst geode.
As well, from earlier versions it yields a ruined portal (1.16), dungeon (???), ocean ruin, shipwreck (2), coral reef, and treasure chest (1.13).
Also a floating bonus chest for reasons.
My friend's username gives a desert village and floating pumpkins.
To protect her name I'll just give the number: -1945583866.
I tried to use my username (Eiche_Brutal) but i did not like the seed.
So i tried many different names. In the end, when i search for seeds, i try female forenames.
Don't ask me why. It's cringe enough that ships in germany sometimes begin with "die".
(The for female, not die for dieing) folloewd by "prince charles". Aka "die prince charles". (female prince charles)
...Pls don't ask me, i don't get it eather.
Anyways, my favourite seed is Vanessa. You Spawn in a plains biome near a spruce forest.
There is a nether portal near spawn, but the nether near spawn isn't great imo. You will end up in a soulsand valley using a portal anyhere near spawn.
If you somehow manage to travel to 2000 X, 2000 Y you might see this:
Interesting idea. I think I may have tried this before with the terrain generation from beta 1.8 through release 1.6, or release 1.7 to release 1.16, but I forget what exactly it was. I remember it wasn't too exciting, though.
With the terrain generation from 1.18 up, I spawn in a badlands biome with a desert nearby, and a village near spawn. There's a number of large surface cave openings around, but I didn't thoroughly check any. Here's the spawn area looking in each direction.
Going East, there's a jungle/forest mix atop some high terrain, a sparse jungle to the left, and some savanna/plains to the East with a pillager outpost. A bit in the distance, there's a village in the savanna. I didn't explore much more than this.
I've done this several times before, for 1.6.4, 1.7, and my own mods, as noted here. I do not play in vanilla/newer versions so I redid that previous post using the latest version of "TheMasterCaver's World"; of note, I actually used the numerical seed "-1246315470" as TMCWv5 uses its own 64 bit hash function (giving "-3476947507757562170") and I thought the "original" seed was more interesting:
Spawn was at 180, 0 and was in a Tropical Swamp, a variant of swamp with lush green grass and numerous small pools with nearly flat terrain slightly above sea level above sea level, and containing small jungle trees in addition to swamp oaks. Also shown are the surrounding biomes:
Looking east; from left to right are Meadow Forest, Tropical Swamp, Autumnal Forest, and Roofed Forest:
Looking south; biomes are Roofed Forest and Great Forest:
Looking west; biomes are Great Forest and Savanna:
Looking north; biomes are Savanna and Meadow Forest:
A closer look at an Autumnal Forest to the southeast of spawn; it was rather hilly with the highest peaks reaching y=130:
Further to the south I came across a TMCW Mega Taiga (my own version of Mega Taiga added before I added the vanilla variants, with gigantic trees with 3x3 trunks); unusually, it had another case of non-"mountain" terrain exceeding y=128, reaching y=145 in this case (normal biomes have increased height variation relative to vanilla (meaning 1.6.4) but they are usually still below the original height limit for terrain):
To the southwest was an Extreme Hills, reaching as high as y=168:
Some more biomes and terrain; a Rocky Mountains, Mushroom Forest, Forest Mountains, Mountainous Desert, with a desert temple in a large cave opening, and another Rocky Mountains and Birch Forest (in the order listed):
Near 100, -716 I came across a large surface ravine, which led to a huge complex of caves and ravines; the cave was actually a "giant cave region", the rarest and most extreme underground feature, with a volume of nearly 1.7 million blocks; the largest of several large ravines had a volume of 382,000 blocks:
After that I checked out the largest caves and ravines within 1536 blocks of the origin (the furthest I've explored in most of my worlds); the largest cave had a volume of 572,000 blocks and was in a desert with an Icelands biome nearby, at -1192, 952:
As large as that cave is, there is an even larger ravine, one of the largest possible, at 856, 312, with a volume of 592,000 blocks and a length of 368 and width of 50, both the maximum values:
After that I flew around some more and came across more interesting terrain, in this case, a Winter Taiga (snowy taiga) and a Big Oak Forest with quite hilly terrain, reaching y=129 without a "hill"s sub-biome; in general, this seed has quite a lot of high terrain outside of "mountain" biomes:
I then came across a large cave opening next to a river at -530, -730; while quite large, with a volume of 176,000, it was only the 13th largest cave within 1536 blocks:
Near -1000, -215 is the only village I saw while flying around (Minutor shows several more, including a Plains village at -585, -240 and an Ice Plains village at 1172, 480):
Several more biomes; a Mountainous Desert, Badlands (distinct from Mesa); and another huge surface ravine at 1112, -1224, which I checked out since it had a rather high center altitude, y=45, allowing most of it to be exposed:
Here is a surface rendering of the areas I explored:
Here is an underground rendering of most "special" caves within 1536 blocks of the origin, and an analysis; there are a total of 28 caves and 19 ravines with a volume of at least 100,000 blocks; another notable feature is a very large mineshaft at 72 27 -8, with a size of 399 pieces and a corridor length of 4,505 blocks, or more than 3.5 times larger than the average mineshaft in vanilla; there is an even larger one further away but this one is very close to spawn; also close to spawn, at 280 -24, is a "large cave cave system", a type of cave system made up of numerous caves similar to the largest ones in vanilla, with a volume of 150,000 blocks (it can be seen on the left side of the first screenshot of spawn):
This is a closer look at spawn, with large mineshafts included, with an extremely large mineshaft to the west and a large cave cave system to the east, with a random cave system and combination cave system between them; to the south of the mineshaft is a spiral cave system (part of one is also visible to the west):
For most "special" cave systems I only show the top 5 closest; for large caves I list the top 10 or those exceeding 100,000 blocks:
Oh my goodness... in case you're interested, here's what your name/seed is in modern versions. It's the epitome of perhaps not just your name, but the caves and cliffs update itself. At least from what little I saw from what you get at the onset.
You spawn in a cave (or at least, I did in this instance, I don't know if it varies). If you stand in your spawn spot too long, water comes from your right and will wash you further into the cave, haha. How fitting. Again, at least if this is "constant" and water placement isn't random to a degree. That might be the first time I spawned in and was almost washed away, let alone in a cave.
Coming up to the surface to find you're on the edge of a forest (where a forest, taiga, mega taiga, and snow taiga meet nearby, and sorry if these are the "outdated" names).
There's also some high mountains nearby. (I'll also mention here that when I tried this with my name above, I was not only using a different 1.19 profile and no "bushy leaves" resource pack, but also I got a seed that was sparse on trees near spawn, but this time I was using the other profile to show it with a more "default" resource pack and... all the trees killed my performance... I guess it's those bushy leaves more than I thought which explains why jungles eat my VRAM with that profile, but it's okay because I only turned the render distance up to show more for the sake of pictures).
In general, there's just a LOT of interesting looking surface and cave openings around this area. Too many to get pictures of it all. It almost makes me want to start a world with this, but unless I do something very unlike myself and try a hardcore world or something, I don't have a need right now for a new world. Needless to say, I made this the direction I explored further towards... and not towards the trees.
There was even a goat friend up here.
And the lone village I found "behind" the mountains you see from the picture that first shows them, but I didn't explore too much.
This is a closer look at spawn, with large mineshafts included, with an extremely large mineshaft to the west and a large cave cave system to the east, with a random cave system and combination cave system between them; to the south of the mineshaft is a spiral cave system (part of one is also visible to the west):
That's a lot of changes to... like, everything. So many biomes.
Oh all the things you've changed, did you do anything with mineshafts? It's hard to tell, but they look rather similar to how they normally are. I almost loathe mineshafts, and I'm not even quite sure why, but maybe it's because they are a bit repetitive and endless for me maybe. Might seem silly though when a lot in Minecraft is, but it's the best reason I can think of. At any rate, I tend to avoid them more often than not.
Oh all the things you've changed, did you do anything with mineshafts? It's hard to tell, but they look rather similar to how they normally are. I almost loathe mineshafts, and I'm not even quite sure why, but maybe it's because they are a bit repetitive and endless for me maybe. Might seem silly though when a lot in Minecraft is, but it's the best reason I can think of. At any rate, I tend to avoid them more often than not.
I made their wood type depend on the predominant biome near the center, mainly based on the types of trees, for example, plains has oak, jungle has oak and jungle, taiga has spruce, and so on, while some biomes, such as Badlands, use a "stick" variant (2x2 sticks = 1 stick planks) and treeless biomes otherwise generally use oak. This was also the main reason why I added fences for other wood types (I still haven't added any actual new wood types other than "stick"; acacia trees use jungle and dark oak uses spruce, as they did when first revealed in a 1.7 snapshot, and all my own trees only have their own leaf types so they can drop their own saplings).
Otherwise, they have more size variation and all pieces, including the central room, staircases (shown above), and around the second floor of crossings, generate wooden platforms over air (the entire structure is always fully connected), and there must be at least one block of vertical space between pieces (vanilla allows them to generate right on top of each other, with the wooden platform cutting into the piece below as it is not considered to be part of their bounding box); otherwise the overall structure is the same as vanilla 1.6.4.
I also changed their placement in the world so they are no longer completely random, including being able to generate right next to one another (it is extremely common to find overlapping mineshafts in vanilla, which is now much rarer, and even when it does happen the amount of overlap is much more limited), and whether they actually generate is affected by the presence of caves nearby (both the overall density of "vanilla" caves, which I did not show on the maps in my previous post, and "special" caves/cave systems and strongholds, which prevent them from generating within 4-6 chunks (I've still found most of a mineshaft in a giant cave, but they will never generate right in the middle, as shown in this rendering of the same cave). Strongholds also prevent most caves from generating within a 6 chunk radius). This makes them about half as common as in vanilla 1.6.4 but still a third more common than since 1.7 (ChunkBase indicates that they weren't changed in 1.18; 1.13 changed the locations of most features, for whatever reason, but not their frequency).
Here is a closer look at various underground features and how they interact, using the same seed:
All underground features; the area covered is equivalent to a level 4 map (2048x2048 blocks)::
Normal caves only (these are based on the density parameters for vanilla 1.6.4 with various modifications to the length/width/curviness of tunnels and rooms). The absence of caves in large areas corresponds to the locations of special cave systems, particularly noticeable where giant cave regions and network cave regions are, with smaller exclusion zones around other types:
Special caves only:
Mineshafts only; some that appear to overlap do not actually do so, the minimum distance between mineshafts (starts) is 5 chunks along both axes (they are placed in a 7x7 chunk grid with an offset of 0-2 and generate in alternate regions, resulting in a base chance of 1/98, compared to 1/100 for vanilla 1.6.4. There is an additional layer which generates in the opposite regions and is used to place surface mineshafts in mesas (thus they can have twice as many mineshafts), as well as additional attempts at placing "filler" mineshafts in areas where normal mineshafts were unable to generate (these mineshafts have less strict generation requirements and are smaller):
Strongholds only:
A unique feature of strongholds is that they are virtually infinite in number, with one generating per alternate 64x64 chunk region (one every 8192 chunks) with a minimum distance of 800 blocks from the origin; this image covers 6144x6144 blocks (the stronghold shown above is to the northeast of center):
Notably, I even modded my otherwise vanilla (aside from bugfixes, like MC-954) first world so mineshafts do not generate in areas of denser caves, with about 20% being removed as a result (this still means they are twice as common as since 1.7, and if 1.18 didn't change their frequency they are effectively half as common due to the deeper underground).
Here's the map for "Daicen", "2039590240" numerically.
That's a Flower Forest with a Roofed Forest to west and south.
The village has a church and blacksmith. 7 obsidian, 2 diamond horse armors.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
Just tried it with the 18W21B snapshot, using "Gorstavich" as the seed.
Results: A very normal seed. Plains, some forest, and there is one nearby village of moderate size.
seed: mxtp
description:
you spawn DIRECTLY in between a roofed forest and plains. there's a lava pool close by with coal ore. if you go in the negative Y direction, which is believe is west, you find a swampland with a witch hut. from viewing distance of there you can see a village. pretty okay seed.
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
So, I've been playing Minecraft for like 6 years, and still suck at literally everything you can do in the game.
I tried 'Argon' which is my old username and it gave me a taiga with a village and some small caves. Also wolves that ate all the sheep. >:( The village has two libraries which is nice but no blacksmith or church and too many large houses which is not nice.
'allyourbasesaregone' gives an ordinary forest that sometimes has a lake cutting off a birch tree, but there's also an ocean monument nearby upon further inspection. Spawning next to those things seems to actually be really common, even before 1.13.
I used my nick in Minecraft, Alpha_Rules, to put a seed. It does not have much.
Spawn:
In the spawn, there is a ravine:
In 600 blocks, there is a village:
The seed only have this
I put in the actual seed for MineCraftMilk and got an archipelago with some animals and big trees. Still not the worst seed though, it could make a pretty cool hardcore map.
Seed is: DeiiinaSea for Java- would be pretty cool for a survival world! Love the terrain.
Well after yet another hard drive failure and no backup to speak of I am starting a survival world again in the latest Minecraft version 1.13.2 and I will be using same world seed (T1Cybernetic) Let's see how it goes and I wonder if the world generates any differently with all the recent additions to the game.
Do any of you still use your username as the world seed and are you still playing in that world?
Signature removed by popular demand.
For my world, I've used speed of light (in m/s) as a seed.
I never thought to use username or any of my names. For the whole time. Do I regret that? No.
I have also never seen wolrd based on any other seed than 299792458. So all of my played time is on that same world/seed. Don't regret it either.
It's not some exeptional seed like EVERY SINGLE ONE here. No. It's ordinary. But it also isn't, because as the only one, it's based on speed of causality. Pretty important constant.
And it wouldn't be me, if I originally didn't went somewhere uniteresting during the age of exploration. Looking for village in the exactly opposite direction of the closest one to me. And this scheme of events is as fundamental to this universe as the speed of light. "Oh, what a coincidence, that you've did EXACTLY the wrong thing." Coincidence. Yeah…
Peaceful, I guess.
In 1.17, my allyourbasesaregone seed spawns a fully exposed underwater amethyst geode.
As well, from earlier versions it yields a ruined portal (1.16), dungeon (???), ocean ruin, shipwreck (2), coral reef, and treasure chest (1.13).
Also a floating bonus chest for reasons.
My friend's username gives a desert village and floating pumpkins.
To protect her name I'll just give the number: -1945583866.
seed: ivinnium
version: 1.17
render distance: 23 chunks
I tried to use my username (Eiche_Brutal) but i did not like the seed.
So i tried many different names. In the end, when i search for seeds, i try female forenames.
Don't ask me why. It's cringe enough that ships in germany sometimes begin with "die".
(The for female, not die for dieing) folloewd by "prince charles". Aka "die prince charles". (female prince charles)
...Pls don't ask me, i don't get it eather.
Anyways, my favourite seed is Vanessa. You Spawn in a plains biome near a spruce forest.
There is a nether portal near spawn, but the nether near spawn isn't great imo. You will end up in a soulsand valley using a portal anyhere near spawn.
If you somehow manage to travel to 2000 X, 2000 Y you might see this:
It's my favourit seed for overworld generation.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Interesting idea. I think I may have tried this before with the terrain generation from beta 1.8 through release 1.6, or release 1.7 to release 1.16, but I forget what exactly it was. I remember it wasn't too exciting, though.
With the terrain generation from 1.18 up, I spawn in a badlands biome with a desert nearby, and a village near spawn. There's a number of large surface cave openings around, but I didn't thoroughly check any. Here's the spawn area looking in each direction.
Going East, there's a jungle/forest mix atop some high terrain, a sparse jungle to the left, and some savanna/plains to the East with a pillager outpost. A bit in the distance, there's a village in the savanna. I didn't explore much more than this.
Spawn was at 180, 0 and was in a Tropical Swamp, a variant of swamp with lush green grass and numerous small pools with nearly flat terrain slightly above sea level above sea level, and containing small jungle trees in addition to swamp oaks. Also shown are the surrounding biomes:
Looking east; from left to right are Meadow Forest, Tropical Swamp, Autumnal Forest, and Roofed Forest:
Looking south; biomes are Roofed Forest and Great Forest:
Looking west; biomes are Great Forest and Savanna:
Looking north; biomes are Savanna and Meadow Forest:
A closer look at an Autumnal Forest to the southeast of spawn; it was rather hilly with the highest peaks reaching y=130:
Further to the south I came across a TMCW Mega Taiga (my own version of Mega Taiga added before I added the vanilla variants, with gigantic trees with 3x3 trunks); unusually, it had another case of non-"mountain" terrain exceeding y=128, reaching y=145 in this case (normal biomes have increased height variation relative to vanilla (meaning 1.6.4) but they are usually still below the original height limit for terrain):
To the southwest was an Extreme Hills, reaching as high as y=168:
Some more biomes and terrain; a Rocky Mountains, Mushroom Forest, Forest Mountains, Mountainous Desert, with a desert temple in a large cave opening, and another Rocky Mountains and Birch Forest (in the order listed):
Near 100, -716 I came across a large surface ravine, which led to a huge complex of caves and ravines; the cave was actually a "giant cave region", the rarest and most extreme underground feature, with a volume of nearly 1.7 million blocks; the largest of several large ravines had a volume of 382,000 blocks:
After that I checked out the largest caves and ravines within 1536 blocks of the origin (the furthest I've explored in most of my worlds); the largest cave had a volume of 572,000 blocks and was in a desert with an Icelands biome nearby, at -1192, 952:
As large as that cave is, there is an even larger ravine, one of the largest possible, at 856, 312, with a volume of 592,000 blocks and a length of 368 and width of 50, both the maximum values:
After that I flew around some more and came across more interesting terrain, in this case, a Winter Taiga (snowy taiga) and a Big Oak Forest with quite hilly terrain, reaching y=129 without a "hill"s sub-biome; in general, this seed has quite a lot of high terrain outside of "mountain" biomes:
I then came across a large cave opening next to a river at -530, -730; while quite large, with a volume of 176,000, it was only the 13th largest cave within 1536 blocks:
Near -1000, -215 is the only village I saw while flying around (Minutor shows several more, including a Plains village at -585, -240 and an Ice Plains village at 1172, 480):
Several more biomes; a Mountainous Desert, Badlands (distinct from Mesa); and another huge surface ravine at 1112, -1224, which I checked out since it had a rather high center altitude, y=45, allowing most of it to be exposed:
Here is a surface rendering of the areas I explored:
Here is an underground rendering of most "special" caves within 1536 blocks of the origin, and an analysis; there are a total of 28 caves and 19 ravines with a volume of at least 100,000 blocks; another notable feature is a very large mineshaft at 72 27 -8, with a size of 399 pieces and a corridor length of 4,505 blocks, or more than 3.5 times larger than the average mineshaft in vanilla; there is an even larger one further away but this one is very close to spawn; also close to spawn, at 280 -24, is a "large cave cave system", a type of cave system made up of numerous caves similar to the largest ones in vanilla, with a volume of 150,000 blocks (it can be seen on the left side of the first screenshot of spawn):
This is a closer look at spawn, with large mineshafts included, with an extremely large mineshaft to the west and a large cave cave system to the east, with a random cave system and combination cave system between them; to the south of the mineshaft is a spiral cave system (part of one is also visible to the west):
For most "special" cave systems I only show the top 5 closest; for large caves I list the top 10 or those exceeding 100,000 blocks:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Oh my goodness... in case you're interested, here's what your name/seed is in modern versions. It's the epitome of perhaps not just your name, but the caves and cliffs update itself. At least from what little I saw from what you get at the onset.
You spawn in a cave (or at least, I did in this instance, I don't know if it varies). If you stand in your spawn spot too long, water comes from your right and will wash you further into the cave, haha. How fitting. Again, at least if this is "constant" and water placement isn't random to a degree. That might be the first time I spawned in and was almost washed away, let alone in a cave.
Coming up to the surface to find you're on the edge of a forest (where a forest, taiga, mega taiga, and snow taiga meet nearby, and sorry if these are the "outdated" names).
There's also some high mountains nearby. (I'll also mention here that when I tried this with my name above, I was not only using a different 1.19 profile and no "bushy leaves" resource pack, but also I got a seed that was sparse on trees near spawn, but this time I was using the other profile to show it with a more "default" resource pack and... all the trees killed my performance... I guess it's those bushy leaves more than I thought which explains why jungles eat my VRAM with that profile, but it's okay because I only turned the render distance up to show more for the sake of pictures).
In general, there's just a LOT of interesting looking surface and cave openings around this area. Too many to get pictures of it all. It almost makes me want to start a world with this, but unless I do something very unlike myself and try a hardcore world or something, I don't have a need right now for a new world. Needless to say, I made this the direction I explored further towards... and not towards the trees.
There was even a goat friend up here.
And the lone village I found "behind" the mountains you see from the picture that first shows them, but I didn't explore too much.
That's a lot of changes to... like, everything. So many biomes.
Oh all the things you've changed, did you do anything with mineshafts? It's hard to tell, but they look rather similar to how they normally are. I almost loathe mineshafts, and I'm not even quite sure why, but maybe it's because they are a bit repetitive and endless for me maybe. Might seem silly though when a lot in Minecraft is, but it's the best reason I can think of. At any rate, I tend to avoid them more often than not.
I made their wood type depend on the predominant biome near the center, mainly based on the types of trees, for example, plains has oak, jungle has oak and jungle, taiga has spruce, and so on, while some biomes, such as Badlands, use a "stick" variant (2x2 sticks = 1 stick planks) and treeless biomes otherwise generally use oak. This was also the main reason why I added fences for other wood types (I still haven't added any actual new wood types other than "stick"; acacia trees use jungle and dark oak uses spruce, as they did when first revealed in a 1.7 snapshot, and all my own trees only have their own leaf types so they can drop their own saplings).
Otherwise, they have more size variation and all pieces, including the central room, staircases (shown above), and around the second floor of crossings, generate wooden platforms over air (the entire structure is always fully connected), and there must be at least one block of vertical space between pieces (vanilla allows them to generate right on top of each other, with the wooden platform cutting into the piece below as it is not considered to be part of their bounding box); otherwise the overall structure is the same as vanilla 1.6.4.
I also changed their placement in the world so they are no longer completely random, including being able to generate right next to one another (it is extremely common to find overlapping mineshafts in vanilla, which is now much rarer, and even when it does happen the amount of overlap is much more limited), and whether they actually generate is affected by the presence of caves nearby (both the overall density of "vanilla" caves, which I did not show on the maps in my previous post, and "special" caves/cave systems and strongholds, which prevent them from generating within 4-6 chunks (I've still found most of a mineshaft in a giant cave, but they will never generate right in the middle, as shown in this rendering of the same cave). Strongholds also prevent most caves from generating within a 6 chunk radius). This makes them about half as common as in vanilla 1.6.4 but still a third more common than since 1.7 (ChunkBase indicates that they weren't changed in 1.18; 1.13 changed the locations of most features, for whatever reason, but not their frequency).
Here is a closer look at various underground features and how they interact, using the same seed:
Normal caves only (these are based on the density parameters for vanilla 1.6.4 with various modifications to the length/width/curviness of tunnels and rooms). The absence of caves in large areas corresponds to the locations of special cave systems, particularly noticeable where giant cave regions and network cave regions are, with smaller exclusion zones around other types:
Special caves only:
Mineshafts only; some that appear to overlap do not actually do so, the minimum distance between mineshafts (starts) is 5 chunks along both axes (they are placed in a 7x7 chunk grid with an offset of 0-2 and generate in alternate regions, resulting in a base chance of 1/98, compared to 1/100 for vanilla 1.6.4. There is an additional layer which generates in the opposite regions and is used to place surface mineshafts in mesas (thus they can have twice as many mineshafts), as well as additional attempts at placing "filler" mineshafts in areas where normal mineshafts were unable to generate (these mineshafts have less strict generation requirements and are smaller):
Strongholds only:
A unique feature of strongholds is that they are virtually infinite in number, with one generating per alternate 64x64 chunk region (one every 8192 chunks) with a minimum distance of 800 blocks from the origin; this image covers 6144x6144 blocks (the stronghold shown above is to the northeast of center):
Notably, I even modded my otherwise vanilla (aside from bugfixes, like MC-954) first world so mineshafts do not generate in areas of denser caves, with about 20% being removed as a result (this still means they are twice as common as since 1.7, and if 1.18 didn't change their frequency they are effectively half as common due to the deeper underground).
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?
Pretty normal, just a hill in a plaims biome intersecting a forest. Jungle in the distance so that's useful.
Actually, I yielded a spider dungeon in a cave near spawn. There's no sheep here so that solved my bed problem after a bit of axe fighting.
'allyourbasesaregone' 1.19.0 java
Ooh, a jungle and some bamboo forests! Quite scenic indeed!
Seed: "JAGMC" on Java Edition 1.19.2
JustAGuyMC was taken.