TheMasterCaver's World (TMCW) is essentially a "total conversion" / "alternate development path" mod reflecting my own vision of the game as it might have evolved since 1.6.4, the most recent version I've ever played on due to changes in later versions, which partly influenced the development of this mod (I never actually made it with the intent to be a "fork" of the game but simply a collection of features made to enhance my own enjoyment of the game, as well as the enjoyment of modding itself, which led to the addition of many "secondary" features).
This includes many of my own unique features in addition to my own ideas of how some newer features could have been implemented, such as 1.9's "attack cooldown", Mending, favoring mining instead of resource farms, and especially terrain generation, the original and still main focus of this mod, hence its name (suggested by ScottishMushroom).
There are also features which are directly based on newer versions, if not functionally identical, including biomes, blocks, mobs, and game mechanics; as well as features restored from previous versions or even never properly implemented, and features taken from suggestions made by others (both for this mod and vanilla itself). In total, there are more than 500 new blocks/items/biomes/entities, and as many as a thousand additions and changes in total.
Another major focus of this mod is optimizations and bugfixes, including bugs which still haven't been fixed, or at least reduced, in the latest vanilla version, and bugs introduced by the client-server merge in 1.3.1, which ended the "golden age" for many players due to previously multiplayer-only bugs and latency/desync issues in singleplayer. Despite the amount of content added the footprint of the game is no higher than, or even lower than, vanilla 1.6.4 (the usual recommendations for modded versions, e.g. allocate more memory, are irrelevant).
Note that I primarily made this mod, and mods in general, for my own use and this affects the development/update schedule of this mod (I've not made significant updates for several years at a time while playing on my first world/other worlds; major updates (version 1, 2, etc) reflect major changes to world generation/internal mechanics and are not guaranteed to be backwards-compatible with older worlds), as well as what features/suggestions I may implement.
Downloads:
Version 5.10: https://www.dropbox.com/scl/fi/tssvedc0xhb6dk6anap41/TMCWv5.10.zip?rlkey=rf98ln8zcmn52kttvv7mb1umg&dl=0
Version 5: https://www.dropbox.com/s/4xv6qmwuexfes13/TMCWv5.zip
Version 4.5: https://www.dropbox.com/s/ioa73iyby4nl3sg/TMCWv4.5.zip
Version 4: https://www.dropbox.com/s/3i24vzsdv9iaom3/TMCW_v4.zip
Version 3: https://www.dropbox.com/s/7rdter2h82lbvwl/TMCW_v3.zip
Version 2: https://www.dropbox.com/s/u81i9z7d1905m6m/TMCW_v2.zip
Version 1: https://www.dropbox.com/s/oqftqd9fxttolvo/TheMasterCaversWorldMod.zip
Installation instructions for the official launcher (also included in a Readme in the download; note that other than the name of the installation "TMCW" must match the name of the json file in the download, e.g. TMCWv5):
1. Create a new installation named TMCW with 1.6.4 as the version and click Play to download 1.6.4 (if you don't already have it), then close the launcher.
2. Go to the versions folder in .minecraft (%appdata% on Windows) and copy the 1.6.4 folder and rename it and the jar inside to TMCW.
3. Replace 1.6.4.json with the TMCW.json file in the download.
4. Using a zip utility like 7Zip or WinRar, add the contents of the "Mod" folder to TMCW.jar and delete the META-INF folder (note that the contents of the "Mod" folder were merged into the jar, don't add the folder itself, or anything else in the download).
5. Open the launcher and edit the installation you made to choose TMCW from the versions list; select it and you should be able to launch the game; since TMCWv4.5 successful installation is easy to confirm since the title of the game window will be "TheMasterCaver's World (version #)", otherwise, the changes to world generation will be obvious (e.g. "-123775873255737467" in vanilla 1.6.4) and the player skin will be my own skin (1.6.4 used an old skin server which no longer works, requiring a resource pack to change).
6. If the game fails to launch you may have misspelled something (e.g. "Failed to download file ... Exists: Nonexistent") or added files incorrectly (e.g. "NoClassDefFoundError") or forgot the delete META-INF (e.g. "SHA-256 digest error for aab.class", or similar). Newer Java versions (e.g. Java 17) have not been tested but if vanilla 1.6.4 runs then so should TMCW, but it is usually recommended to use e.g. Java 8 to run older versions.), the default player skin is also my own skin.
I highly advise changing the game directory (you can simply add a folder name to the end of the default path without creating one; e.g. ".minecraft\TMCW", which will be automatically created when you launch the game), both to avoid issues with the game crashing due to loading invalid settings from options.txt (since TMCWv4.5 this is no longer an issue) and/or resetting them as well as loading a world in the wrong version (since TMCWv5 only worlds it created can be opened, and it also stores statistics files under a different name, but vanilla can still see/load worlds it created).
Also, if Optifine (only supported by TMCWv4 and earlier) is used it should be installed first by manually copying the contents of the Optifine jar to the Minecraft jar (same process as described for TMCW), not by using its installer (the order the files are added may not matter but I installed TMCW after Optifine). There are no other mods that TMCW is compatible / have been tested with, including other mods I've made, so don't try to mix them.
This is also a singleplayer-only mod; I have not written it to be compatible with multiplayer, but open to LAN appears to work, and since TMCWv5 all custom client-server communications use network packets (this mainly impacts the "attack penalty" feature added in TMCWv4).
Version 5.10 / 10th anniversary update:
This update had been released in two parts, the first of which was the final update to TMCWv5 and included dozens of bugfixes and improvements (as usual most of them are to fix vanilla issues, including many more issues that had been brought on by 1.3.1, one of the most notorious updates in the game's history due to making singleplayer run on an integrated server, with multiple issues due to poorly / not implemented networking code, e.g. the "damage tilt" used to follow the direction you took damage in). It also made improvements to maps, adding two more zoom levels, up to level 6 or 8192x8192 blocks, mainly for very large scale mapping without needing so much space (larger maps are also much cheaper to make than multiple smaller maps), but at the cost of detail:
Another notable bug that was fixed causes you to deal the incorrect amount of damage when attacking immediately after switching items, and is still unresolved as of this time (the number of bugs that date back over a decade yet still haven't been fixed is astounding):
MC-28289 Switching items at the same time as attacking ignores the item attributes
An example of what can happen due to this bug, which may be less apparent in modern versions due to the always-present "cooldown" but TMCW does not have nay such penalty (only for attacking mobs while they are damage-immune, or missing too often):
Correct:
Health: 0.89000034; damage taken: 14.25; health lost: 13.11; attacking item: 276
Incorrect (only adds Sharpness damage to sword, should be 14.25):
Health: 0.0; damage taken: 7.25; health lost: 5.9700003; attacking item: 276
Incorrect (adds sword's damage to unarmed damage, should be 1):
Health: 0.61000013; damage taken: 8.0; health lost: 7.36; attacking item: 297
An example of levels 0-6 (top rows) and some areas mapped at level 6, which updates an area 3-4 pixels across:
More colors were also added, including biome-specific water colors, and instead of using the most common block to determine the color of a pixel maps now use the most common block color, giving more accurate results for levels 1+:
Example of a cave map before and after (note that cave maps still only go up to level 4 since they would have so little detail as to be useless):
Maps can also be recentered to the chunk the player is in by crafting them with a compass:
New game rules have been added to facilitate customizing gameplay, including replacing separate class file patches that had previously been made to toggle things like the attack penalty or make mobs only spawn in complete darkness (due to popular request), as well as enable an older way of centering maps (based on the player's position when zooming, not just initializing for the first time, and aligned to a different grid, the latter being a more significant change):
attackPenalty, which defaults to true and enables the attack penalty feature.
doWeatherCycle, which defaults to true and disables the weather cycle when false.
noLightSpawning, which defaults to false and only allows hostile mobs in the Overworld to spawn in complete darkness when true.
oldMapCentering, which defaults to false and enables the old way of centering maps for compatibility with old worlds, or user preference.
randomTickSpeed, which defaults to 3 and ranges from 0 (disabled) to 300 (100 times faster).
sleepSpawning, which defaults to true and enables the mechanic from Beta where a mob spawns next to an unsafe bed.
The second part of the update, released as TMCWv5.10 proper, adds content which had been in development and/or planned to be added for much of the past year:
Many new blocks and block variants have been added, including many new variants of wood-based blocks for all wood types, such as doors and signs, as well as colored beds (existing beds will become white) and a new sign variant, hanging; fence gates also now have proper variants instead of just using the variant of wooden fence they were next to, and a new "iron fence gate", which is only activated with redstone, was added, as well as nether brick variants:
New mobs / mob variants have been added, including a new type of spider, "brown", which spawns in various biomes and deals twice as much damage (4 vs 2) and inflicts Weakness or Slowness (only one at a time); the color/texture is based on one from a very early developmental version which was never released. A new skeleton, variant, "bogged", which is being added in 1.21, now spawn in swamps and their attacks deal Poison for 4 seconds. Wolves now have wolf armor, another new vanilla item, except I based it off of horse armor, with all the same mechanics and being found in structure loot chests (as opposed to being crafted, having limited durability, and incredibly, negating all damage like shields (a very broken modern vanilla feature). A couple new biome-specific rabbit variants were also added; the pink variant is exclusive to Cherry Grove (all other colors have a small chance of appearing as a random mutation):
Other mobs have also recently had various AI improvements; spiders will now lose their grip so they drop down on the player when they walk under them (related to MC-151054, which sounds worse than it is in 1.6.4). and in a similar manner to spiders Endermen no longer become neutral immediately (or with a longer delay) when exposed to sunlight (this does have the advantage of them not just teleporting away if you see one during the day so it can be easier to hunt them, I know that collecting enough ender pearls can be a chore), and all mobs can now see and attack through transparent blocks (MC-3626; e.g. in vanilla you can safely wade though a cave spider corridor by just staying in the cobwebs); skeletons and creepers have a reduced attack radius when their sight is blocked by transparent blocks. Explosions similarly ignore / are attenuated less by such blocks (MC-145 and MC-59425; e.g. creeper explosion on lower slabs dealing little damage to nearby blocks and entities. Oddly enough, blocks not being damaged is considered to be a bug while entities not being damaged is "works as intended". I made them still reduce damage, roughly by half).
The Cherry Grove biome from 1.20 has been added in pretty much the same way, including all its new blocks, including the first-ever actual new wood variant (until now all trees used the four variants in vanilla 1.6.4, and still do; in a 1.7 snapshot acacia used jungle wood and dark oak used spruce wood, hence why I made them like that). There is also a new underground biome variation, with stone and granite reversed so the majority of the underground is granite, with stone appearing in pockets (ores are still stone; it is very difficult to see iron ore on a background of granite), and mineshafts using cherry wood:
The biome was added by replacing 1/128 of biomes in "normal" regions and adding it as a sub-biome of various other biomes (the second example above), including Plains and Meadow, both spawn biomes so there is a good chance you may spawn by one. Due to the way it was added the overall biome map did not change so existing worlds will generate normally, unless a Cherry Grove biome happened to be along the new-old chunk boundary (this is much like how Poplar Grove and a higher limit on terrain were added in version 3).
Another major new feature is several new world types; "Medium Biomes", with a biome size of 5, between Default (4) and Large biomes (6), offering a good compromise between the latter two (Default is probably too small for many people especially with there being so many biomes so two of the same biomes are much less likely to connect; many "individual" biomes in vanilla 1.6.4 are multiple smaller units joined together, where a single unit averages 256x256 blocks); "Oceanic" which greatly reduces the size of landmasses and makes "Survival Island" or "ocean exploration"-type worlds possible again (other world types always spawn you on a large continent with the nearest ocean being 500-1000 blocks away); and "Single Biome", which allows you to choose any of 129 biomes, even the Nether and End, which were modified to properly generate in the Overworld (vanilla adds Nether decorations as part of the the dimension itself):
An Oceanic world as seen on an in-game map and MCMap rendering (this is the same seed as I used for this world I played on):
The create new world GUI when the world type is set to Single Biome; a field for inputting a biome ID is enabled, with the biome name displayed:
The Nether and End in a "debug_biomes" world (all biomes laid out in a grid by naming a world starting with "debug_biomes", a debug feature that I left enabled so one can easily see every biome):
The Nether in a single biome world, terrain is quite variable over large scales due to the custom noise field that modulates the height parameters of most biomes:
The underground is similar to Badlands, with Nether features like glowstone:
It is also possible to find water in the form of "nether desert wells", a feature exclusive to the Overworld, also visible to the left are some "nether dead bushes", a variant which grows on netherrack (much like normal dead bushes they can be bonemealed to get more, this makes it possible, via stick planks, to get wood in the Nether):
The Nether itself (dimension) also has an interesting new feature - Wither skeleton dungeons, which exclusively spawn Wither skeletons (as skeleton dungeons do normal skeletons) which never drop a skull:
While not noticeably impacting most seeds the End was also modified to fix a rare chance of the island generating very small or deformed (e.g. the seed "3761987256467393916" in vanilla 1.6.4) by ensuring the middle is filled in:
A new villager type, "Woodworker", and village building, "Woodshop" were added, making use of the unused green villager skin ("nitwit" in modern versions) and enabling various wood-related items to be traded, and splitting off more tool trades from the overly-endowed blacksmith, which no longer sells axes, with woodworkers now selling them, as well as hammers (iron and diamond). Woodshops were based on butcher shops, with a tree in the fenced-in area. There is also a loot chest (a barrel behind the stairs in the corner) with relevant items, including saplings, which were moved from blacksmiths:
I also made a major change to trading mechanics - butchers and blacksmiths no longer accept charcoal, only coal, while woodworkers only accept charcoal, at a lower price (I really think it is easier to collect mass amounts of coal, even without Fortune. You'll also have to grind through a long list of trades to possibly unlock it as the final offer, aka a "perfect villager", so it is more of something to get pass in order to get the tool trades). Conversely, any type of wood (logs) can be given to a woodworker even though they are two separate block IDs (items sold by a woodworker, such as fences, may be of any wood type but they will only offer one type per block type).. Village generation was also tweaked so buildings can no longer touch each other (much like how mineshafts were previously fixed so they can't run right above/below themselves).
Version 5 update:
One of the biggest changes is a complete rewrite of world generation, which consequently generates completely different worlds from earlier versions and was a major reason for the delay in releasing TMCWv5; some of the core changes and new blocks were added in an intermediate update, TMCWv4.5. Cave generation in particular is much more varied with many new variations added, as well as increases to the size of the largest caves, which can exceed a million blocks in volume, 600000 for ravines and 1.7 million for a giant cave region (for comparison, in previous versions they could reach about 500000, 425000 and 1.3 million respectively), and large caves are significantly more common. Also, only the very largest caves are now excluded from generating near the origin; due to this the "NoExclusion" patch that previously disabled this exclusion has been dropped, partly also to ease maintenance:
This is one of the largest single caves that I have found, with a volume of nearly 1.1 million blocks, located at at 420, -956 in the seed "6511199847387183207" (it is at the bottom-center of the image above, with the small cave to its lower-left representative of a typical "large cave" in vanilla 1.6.4, with the largest known such cave having a volume of about 26,000 blocks):
The same seed also has an enormous ravine at -620, 112, and they can get much larger - up to 368 blocks long and 50 blocks wide. This also shows how underground biomes now extend all the way down to and even including bedrock, with ore and bedrock variants added to match the "biome stone" blocks (these are a stone-like block variant which has the same properties as stone, thus you need Haste II + Eff V to instantly mine "sandstone biome stone", as opposed to earlier versions where it was real sandstone/snow/ice/etc, but it was limited to the upper third of the underground, and only lined caves before TMCWv4):
Another significant change to world generation is that the area within about 1000 blocks of the origin is always entirely non-ocean biomes - it is highly unlikely that spawn will be in/next to an ocean or on a small island, and it will be within a relatively flat and open biome (plains, tropical swamp, meadow, mega tree plains, bushlands, or oasis) in the Default world type; Large Biomes may place biomes too far away to be detected, and also has different origin continent generation so oceans aren't so far away (due to this Large Biomes is not simply an upscaled version of Default until you get further from the origin). Land is also more common, making up about a third of the world, compared to about a fifth in vanilla (about 75% ocean, plus "rivers" along shorelines). Here is a large-scale land/ocean map:
Also, all world generation (caves, terrain, feature placement) now fully utilizes a 64 bit seed; previously, and in vanilla, only biome generation used all 64 bits with the result that any seed which differed by a multiple of 2^48 had the same non-biome dependent features, and even the biome generator itself had "shadow seeds" which reduced the number of unique biome maps to 2^63, but this was fixed. Text seeds also now use a 64 bit hash function instead of 32 bit (e.g. "TMCWv4" now hashes to "-4968953994433483799" instead of "-1816924181"), and the selection of a random seed enables any 64 bit seed to be chosen (it was previously based on Random, with 2^48 possible 64 bit values, some of which likely had the same lower 48 bits), and a random seed is now only used if the textbox is completely empty so you can directly enter 0 as a seed (there was no technical reason why this wasn't allowed):
The same two seeds in TMCWv5, which are entirely unique down to river and biome borders:
"-2143500864" and "-7379792618385405355" in vanilla 1.6.4 (these are "shadow seeds", which give the same biome map but different terrain and reduces the number of unique biome layouts to 2^63 since every seed is one of a pair):
The same two seeds in TMCWv5, which again produce completely different worlds:
There are also several new biomes added, as well as many minor biome variants to improve existing biomes (e.g. Ice Hills now has its own "river" variant which uses the same generation as its parent biome):
Frozen Ocean now generates as a proper biome, instead of in tiny patches around the edges of Ice Plains (most of the "frozen" water alongside them in older versions/vanilla are actually Frozen River); similar to Tropical Ocean it can be found alongside snowy biomes and in patches of open ocean; unlike other biomes they try to avoid generating right next to opposite extremes. As shown here they also have icebergs made out of packed ice and Polar Bears, one of three variants of bears. The seafloor is also entirely gravel:
Oceans also have Shipwrecks, which come in 3 different sizes with the largest having a chest hidden below the deck (all sizes are fairly common but the largest size with loot is much rarer than in 1.13+):
Quartz Desert, which includes a new structure, Quartz Desert Pyramids, which has a main pyramid and two smaller pyramids; the main pyramid contains a maze inside which leads to a treasure room at the top which has the same loot as desert/jungle temples. One of the most notable features is that the walls are made out of "Reinforced Quartz Sandstone", which takes an extremely long time to mine even with an Efficiency V amethyst pickaxe; however, once you reach the treasure room there is a button which when pressed will convert it into normal quartz sandstone. There are also mob spawners hidden under the walls in the maze which spawn skeletons and white husks. Also visible in the distance are Saguaro Cactus, a large branched form of cactus (like normal cacti breaking the base will cause the entire plant to break; however, instead of dropping itself it drops saplings; if Silk Touch is used (blocks must be broken from top-down for efficiency) they drop logs which work the same way as wood logs (Silk Touch is not required):
Mushroom Forest, which has uniquely blue-green foliage, even affecting the color of spruce leaves (the only biome that currently does so), and huge mushrooms in all colors:
Mesa Plateau Forest, which generates at the top of Mesa Plateau and provides a source of wood and passive mobs in an otherwise barren biome which only has rabbits:
Another feature of Mesa biomes is the addition of mineshafts that generate above sea level; these are in addition to normal mineshafts and are smaller with spruce wood supports and gold ore which generates as part of the structure (it can only be found in mineshafts). Unlike underground mineshafts they only generate sections that have at least one block without sky exposure above them (this is only applied to mesa mineshafts, and only in non-Superflat worlds, avoiding the bugs that 1.10's implementation brought). Another change made to mesas is the addition of a red variant of clay which replaces the normal gray clay that previously generated:
Mineshafts in general were improved by adding platforms below all pieces, not just corridors, and they can no longer intersect themselves vertically (the "floor" of a piece, where the wooden platforms are, is now included when checking for intersections), and the type of wood is based on the types of trees found in the most common biome around the central room/start (most treeless biomes default to oak with some having other types of wood):
Badlands; this is not a rename of Mesa but an entirely new biome which is a combination of Mesa with different colors and a red sand desert; below the surface stone is replaced with red sandstone with pockets of red clay and red sand:
Icelands, a frozen version of Mesa and Badlands made out of snow blocks and packed ice, including new opaque and blue ice variants, as well as "vegetation" made out of ice and scattered blocks of "dry ice" underground:
Uniquely, instead of having lava caves in Icelands, as well as Ice Hills and Ice Plains Spikes, contain water instead of lava, and no lava is allowed to generate within these biomes (it may flow into them; low-level lava/water is separated as shown here). Also visible are Glow Squid, which can be found in any body of water below the surface:
Big Birch Forest, which includes two new variants of birch trees, including a 2x2 form, both of which also occasionally generate in normal birch forests, much as big oak trees do:
Autumnal Forest, based on a suggestion, including many of the mobs; including Black Bears, which are smaller than other variants and always hostile and never naturally spawn as babies; Autumnal Creepers, which are similar to normal creepers but have rubies added as a rare drop, making it renewable; Vampires, which have a chance of inflicting Poison when attacking and if attacked may spawn bats at the player's location which will chase them until the vampire is killed; and a new structure, Pumpkin House, which appears as a large pumpkin and contains two witches, a black cat, and a chest with loot. There are also 4 new variants of "autumnal" trees and bushes with their own leaf and sapling blocks, thus can they be grown anywhere. Despite appearances this is not a "hot/dry" biome; my custom biome coloring system allows them to be separate from the color:
Villages can now generate in Savanna Plateau and use "compressed cobblestone" variants and all-bark logs; villages in general are also more common for a given area of spawn biomes (the spacing was reduced and up to 3 attempts are made if a village failed to generate; they are still confined to their spawn biomes to help avoid derpy villages), and additional torches were added to ensure that every building is lit and the smallest houses now have doors:
Roofed Forests now have Woodland Mansions; a large cubical structure similar in design to my bases which has many different rooms in various combinations inhabited by witches and cave spiders (the whole structure acts like a witch hut with cave spiders added to the spawn list). Similar to 1.11 they are fairly rare but nowhere near as much; this one was found at -688, -816 in the seed "6511199847387183207" and a sampling of 10 Roofed Forests had 2 mansions (the sheer number of biomes makes any one biome fairly rare; the grid size for mansions is only 14x14 chunks vs 80x80 in 1.11 but there is an 80% failure rate due to terrain that is too hilly):
Mushroom Islands are much more colorful with more colors of mushrooms and Mooshrooms to match - green, blue and purple in addition to red and brown (brown was added in a later vanilla version):
Last, but not least, the Nether has finally had new content added, after having been neglected until now (one reason is because I barely spend any time in it, mainly using it to collect quartz for XP and my main base, never returning afterwards); including new mobs, Nether Husks, Nethermites, naturally spawning Endermen, dungeons (nether husk, witch, normal skeleton, zombie pigman. Similar to Endermen dungeons in the Overworld zombie pigmen spawned form spawners are always hostile but will not alert other pigmen when attacked), red and brown huge mushrooms, veins and lakes of magma blocks, lava lakes (small lakes that appear anywhere as in the Overworld), veins of gravel and soul sand (gravel does not fall during world generation), Nether gold ore, and significantly more "normal" caves, including larger variants and ravines (the ratio of air:solid blocks was slightly reduced to offset the increase in caves, there are still large empty areas though. Caves also form a secondary "lava level" at y=4):
Here are some of the many mobs/mob/entity variants that were added, not including ones mentioned above, along with some notable changes to existing game mechanics:
Endermites and Nethermites were added; Endermites may spawn when an Enderman teleports after being attacked by a player while both variants are an uncommon natural spawn in the Overworld/End and Nether respectively (this represents the only change that TMCW has made to the End so far, besides just refactoring the world generation code).
Skeletons now have a baby variation with similar behavior to baby zombies (move faster and fit in 1 block high spaces), and a Stray variant was added which mainly spawns in snowy biomes and a few other biomes (as with Husks they spawn anywhere as 50% of skeletons). There is also a chance, based on difficulty, that a skeleton will spawn with a sword instead of bow:
Added rabbits, which come in 10 variants, including a new red variant and naturally spawning killer rabbits (using the original name/texture), and spawn in most biomes, most notably in biomes which previously had no passive mobs, such as deserts; they are also immune to fall damage and cactus as they otherwise tend to kill themselves too easily:
Added 8 new tamed cat variants; black cats also spawn in witch huts and pumpkin houses, and ocelots were added to the passive mob spawn list and these do not despawn (only one spawned as "hostile" mobs), making them easier to find, including on Peaceful difficulty:
Similar to husks there are yellow, red, and while silverfish variants, and silverfish now naturally spawn in any biome below sea level (naturally spawned silverfish cannot enter blocks unless they have been attacked by a player). There are also more variants of monster eggs, renamed to Infested (block) for mossy/cracked stone bricks, the 1.8 stone types, and red sandstone (red sandstone always spawns red silverfish while other types depend on the biome they are in):
Fish now spawn in oceans, lake biomes, rivers, and swamps, can can be caught with a water bucket, giving a Bucket of Fish which can then be placed as water/fish; the model is based on the cod model for 1.13 while the color is based on the 1.6.4 "fish" item, which was not changed:
Another notable change to mobs is that nametagged hostile mobs and tiny slimes will not despawn and turn passive on Peaceful (interestingly, according to the code tiny slimes are not supposed to despawn on Peaceful in vanilla):
Hostile mobs also now require a block light level of 5 or less to spawn (sky light is still 7 or less, and the failure rate is still level/8 so a block light level of 5 gives a 5/8 failure rate); this complements the minimum light level that cave maps will map (6 or more).
Items and XP orbs also now float in water:
Here are screenshots of all the new blocks and items, excluding "similar" variants (e.g. infested granite, which looks just like granite, or mushroom blocks other than caps):
New items/item models, as well as a new item frame rotation mechanic (beds at the top); many redundant items were eliminated by having blocks drop themselves (e.g. bed block vs bed item,, which used a different ID), which enabled custom 3D block models to be used instead of the generic "2D with thickness" item model:
These are all the plants that can be placed in flower pots, with additional models obtainable by right-clicking them while sneaking; the tree models are different at every coordinate for a virtually infinite number of possible forms (not shown - every color of huge mushroom model, which are all the same as the brown ones shown). Also visible in the lower-left is a large variant of flower pot, crafted with a U of bricks (including the lower corners), which may be more aesthetically pleasing for larger plants:
Glow Ink Sacs can be used to make glowing item frames, signs, and paintings (added later); signs have white text instead of black and only the text glows. These are also shown inside a cage of Obsidian Glass, which blocks light while letting you see through:
Stalagmites are one of the most complex and varied blocks that I've added with a total of 21 item forms/base variants (7 each of small/large/giant) and 168 total variations when including complete render-only forms (you can also individually mine the blocks from larger variants; the item that drops will depend on how many blocks were above/below the one that was mined as also indicated by the size of the selection box and breaking animation, which covers up to 3 blocks at once):
Stalagmites also make renewable lava possible; if you place a liquid source block above the block a stalagmite is on and if it drips the corresponding liquid (usually water but netherrack, and stone in volcanic wasteland, drip lava) it will gradually fill a cauldron:
There are also dozens of new variants of ores to match their corresponding biome-specific underground blocks (only gold has a netherrack variant); this also shows the variants of sandstone from the side as well as 12 new bookshelf variants, corresponding to 0-11 books which can be added/removed by right-clicking them (the original recipe crafts a "normal" bookshelf which cannot store/remove books, same for any naturally generated bookshelves):
Several new additions, Hammers, Smelting, Vein Miner, Luck Of the Sea/fishing non-fish items, and Dry Ice/ice generators, completely change or add fundamental new game mechanics, respectively allowing uncrafting, using Fortune on iron and gold and/or not needing a furnace to smelt them, mining multiple blocks at once (besides blocks like cactus which cause other blocks to lose support), and a new way to obtain various items:
Also shown is the effect of "Smelting" a new enchantment which directly converts iron and gold ore into ingots, and enables the full effect of Fortune (hammers only apply half the effect, up to 1.6 items/block as opposed to 2.2; along with raw iron/gold blocks being crafted with 4 items this helps make Smelting much more desirable than easily obtained hammers).
Another new enchantment is Vein Miner, which allows you to mine up to 8 ore blocks at once (4 * level, with 2 levels) when applied to a pickaxe (completely mining most single ore veins other than coal/quartz), and up to 3 wood blocks above/below you when applied to an axe (ideal for carving a staircase up a 2x2 or 3x3 tree; only level 1 is needed):
Both Smelting and Vein Miner are classified as "true treasure" enchantments, meaning they can only be found in naturally generated chest loot (for comparison, Mending is only excluded from the enchantment table), and Vein Miner can only be found as a level 1 enchantment, except in "double dungeons", where both enchantments are most likely to be found (each is about 15 times more common than other enchantments in the first of 2-3 chests; double dungeons are about 1 in 16 dungeons, 1 in 5 in network cave regions), they are also about twice as likely in nether dungeons.
Also, fishing rods can now get Luck Of the Sea (via a book) and can catch items other than fish, even enchanted books (but not Smelting or Vein Miner), and the time between catches is shorter and less random (this was mainly added due to the addition of fish mobs, which otherwise makes fishing obsolete once you've found a river/lake/ocean). Note that Luck of the Sea is required to catch any treasure, and the area has to be "open" (similar to newer versions) as a strong nerf to AFK fishing farms (the way Mending works is also a major nerf as you can't automatically repair items; still, this would allow unenchanted fishing rods to be used if they could catch treasure by default).
Additional enchantments include Swift Sneak, functionally identical to the enchantment added in 1.19 (increases sneak speed by 15% per level, from 30% to 75% at level 3), and Long Fall, which allows you to fall one block further per level (up to 7 blocks at level 4) without taking damage, useful in situations where you frequently fall a bit too far (it is incompatible with Feature Falling but Protection is compatible and reduces fall damage), with both most commonly found in abandoned mineshafts (unlike Smelting and Vein Miner they can be obtained from the enchantment table and trading but at a reduced chance).
An interesting new block, Dry Ice, now allows you to make ice/packed ice generators in a similar manner to cobblestone generators; when water touches dry ice it will freeze and turn into ice (flowing water) or packed ice (water source); ice can be directly harvested while packed ice can be obtained by mining the ice with a non-Silk Touch tool, which will create a source block which then turns into packed ice (it may be easier to just craft packed ice from ice):
Notably, the idea for dry ice came from a suggestion which has unfortunately since been deleted and it was never properly archived; as in the sugguestion the main source is the surface is Ice Plains Spikes, where it generates in patches, along with single blocks in caves underground, including in Ice Hills and Icelands.
Other notable features include barrels, a cheaper, lag-free alternative to chests (I did previously improve the performance of chests but they are still rendered as entities), and composters, which give dirt instead of bonemeal and can compost more blocks and items than the 1.14 version.
Maps have also been completely reworked, including dozens of new colors, the ability to map the Nether, End, and most significantly, caves:
A surface map showing how different biomes have different colors (only general biome colors are used due to a limited palette); block variants, such as stained clay and wool, also have their own colors:
A map in the End, which was previously unmappable (they would show a grainy pattern). You can also see another feature of maps; while viewing a map your coordinates are displayed in the upper-left (this applies to surface maps as well, the screenshot above was taken before I added this):
Cave maps can be used to map the Nether (surface maps do not work); as mentioned above, this requires that you place torches regardless of visibility; this also shows how they work in more detail, notice the isolated diamond that corresponds to the torch at the top-center of the image:
Despite all of the content that has been added over the years TMCW remains incredibly lightweight; baseline memory usage is less than 30 MB (on a default Superflat world at 8 chunk render distance; the only thing a normal world changes is the amount of blocks loaded, depending on render distance every 16 block increase in depth (based on loaded sections, which is 1 for default Superflat) requires up to 21 MB of additional memory), and the size of the 1.6.4 jar plus TMCWv5 is smaller than vanilla 1.8 despite having far more content and a lot of redundant/dead code from unused vanilla classes:
A full list of all additions and changes can be found here (the download fo the mod includes this as well as lists of blocks, items, biomes, recipes, mechanics, etc):
https://www.dropbox.com/s/j3nvdeh0sd097o5/TMCWv5_changelog.txt
Descriptions for earlier updates have been moved to the comment section to reduce the size of this post (it exceeded the character limit and had nearly 200 images), and reduce the amount of formatting that I need to fix every time I update it:
Version 4.5 update
Version 4 update
Version 3 update
Version 2 update
Version 1 update
MCMap for TMCWv5:
https://www.dropbox.com/s/azsqpp5trzwlbj2/mcmap-TMCWv5.zip
This is an adaptation of MCMap by WRIM, itself an adaptation of the original made by Zahl, both of which are unfortunately no longer readily available as Zahl's thread was deleted and WRIM's website expired (archived version of Zahl's thread with a link to WRIM's website; the link above is to WRIM's GitHub) which correctly renders most new blocks and block variants in TMCWv5 and contains bugfixes and improves its cave rendering mode, the one feature that makes it stand out from most map rendering tools (unlike most such tools it only renders caves that have been explored, specifically, if there are torches in/near them; this is much like how my cave maps work except walls are ignored, but by using a realistic range false positives are minimized):
For comparison, this is how MCMap 2.4.3 renders the same world; it is possible to fix some of the colors with its colors.txt file but the majority of blocks in TMCWv5 are variants of existing blocks and what blocks have what variants is hardcoded into the program (for this reason I have not provided a colors.txt), and some blocks do not render at all:
Examples of the underground rendering mode, including an animation of what I explored over 10 days, showing how only explored caves (with torches) are rendered:
An example of the output window when underground mode is used; the original version prints out the location of every torch it finds (appears to be debug output that was left in), which I removed and replaced with the total number of torches found when finished. This and other changes help speed it up as well:
2
From what I've heard, Mojang shut down the old skin servers recently, so anything that pointed directly at those won't work anymore.
2
Honestly, I'd just like to see the few bugs present in the snapshot fixed, so the game can be played.
Specifically, the ores and mobs not spawning in new biomes (Just populate them with the old stuff for now if the new things aren't coming), making the old mobs drop realmstones which were removed from them in preparation for new mobs, and fixing Selyan's tribute bar.
The Ancient Cavern bosses can be player-fixed by copying the old boss classes over to the snapshot, but an official fix would be nice (Even if it's just using the old classes).
Playability fixes for the snapshot are all I'm asking, and at least half of those are doable with a couple of lines of code at most.
Heck, we'd probably be able to manually add the realmstone drops with third-party mods, so it's just the biome spawns and Selyan's bar.
1
While I do think all mods with real date-based events should at least have opt-out config options, there's no need to be rude and complain because you forgot April Fools was a thing, especially after it's over.
I personally don't participate in April Fools activities (And indeed tend to avoid as much as possible from the day before to the day after it), but I certainly wouldn't want to spoil others' fun, or demand that people cater to my whim just because I don't like it.
1
Hey, when was the last time the Expanded Redstone page was updated? There are a few devices in the changelog and ingame that aren't mentioned on it's page.
In particular, I've been trying to figure out how to use the 'Countdown Timer' and 'Signal Interval Timer'. As far as I can tell, the interval timer is just a redstone debugging tool to help you measure pulses (It apparently can't detect 1-2 tick pulses, but I guess it not changing is indication enough), but I have absolutely no idea what the countdown timer is for.
I was hoping it would receive a signal and then countdown a number of ticks before sending it out the other end (Like a super-repeater or something), but it's really weird. It just goes round and round, and right-clicking seems to reset it. Shift+right-clicking... maybe moves it back a bit? It produces a louder sound at least, but I'm not sure what it does. I can't seem to get a signal out of it, and no matter the direction I try to send one in from, nothing changes.
1
Unfortunately, I don't think unascribed is working on this mod anymore, since they haven't been responding to requests about it.
Just as a heads up, there's also an issue with camera placement. As I'm sure you know, your hitbox while gliding is lowered to <1 block, but that goes downwards, and the camera stays in the same place.
The hitbox-thing works fine, but when you try to go through a 1-block space, your view will be in the block above you. Some solutions would be to either lower the camera while gliding, or raise the hitbox up by a block, while retaining the 1-block size, but that would leave a visual discrepancy since the player's model is in that lower block.
Since Mojang lowered the camera and didn't bother with a smooth transition of any kind (The camera just jumps down a block when you start gliding, but since you're usually moving to fast and at such extreme angles you don't usually notice it, or learn to ignore it), I think lowering the camera would be best.
1
I don't know if you're doing anything with 1.7.10 anymore, but I've come across an issue with the latest version (Which may have also been present in older versions) where, with 'InChunkGeneration' on, ores outside of chunks generated on world creation will be created with mismatching stone textures, resulting in them looking out of place again, rather than blending in as is the module's purpose.
Surprisingly, the textures are often ones that are similar to the stone type they're actually generated in, but that's likely coincidence.
2
If you're having issues with that download, I've got two versions of the mod, depending on which you want.
Here's a link to my Google Drive folder, where I decided to put the mod.
1
Just right-click a roundel with the interface you want information on.
Also, something I recently figured out (But has helped me a lot) is that you can set specific roundels to only access specific tanks, which really, really helps with sorting fluid.
2
I've tried just two layers and it still crashed my game.
I think your best bet would be to just maximize the size of the first layer, maybe have the second layer be half the size, and if it doesn't work by halfing it again, you'll just have to deal with it.
I've got an array of low-quality stars and they provide me with plenty of power... even though they still can't keep up with my quarry, which I'm starting to suspect can drain an infinite amount of power near-infinitely fast.
4
Okay, so, I've recreated the video they made using the 'Doors' mod, just to prove that they are indeed using it beyond a shadow of a doubt.
I also realized that they deleted my comment explaining the reasons it's so obvious that they're using iChun's mod.
Anyway,