Well, it would be pretty complicated to add a whole new structure and mobs, neither of which I've ever tried doing before. Also, I intentionally avoid oceans in my worlds, although I've decided to start playing on my first main world again, with a modified version of this mod, designed to match biome height ranges with the vanilla ones so there aren't any chunk borders (aside from biome transitions and a few biomes like mesa but I ensured there were none bordering existing chunks; for caves and ravines most of them generate like vanilla with a chance for larger ones, instead of modifying the entire range of sizes, minimizing chunk boundary transitions), and there are oceans fairly close to spawn (500-700 blocks), and I know they will generate in oceans in older worlds, but only if you haven't spent much time in the chunks, and they can partially generate if only some chunks exceeded the limit. I am curious though about how they got them to spawn in existing chunks, which could certainly be helpful in adding new features to an existing world.
[quote=sm644me;/members/sm644me;/forums/mapping-and-modding/minecraft-mods/1294926-1-6-4-themastercavers-world-mod-updated-to?comment=61]This mod is awesome! Seriously, how are there no mod reviews? Anyway, the caves are great. But they're amazing when this happens...
That's just a neat view, isn't it? Well, unless you fall in...
Yeah, and you can find even bigger surprises; there is a 1-in-2,133 chance per chunk of a cave that can get up to about 100 blocks across; you can also find ravines that go all the way down to bedrock, although also relatively uncommon. For example, using the seed 3048837250578739503 you can find this at 150, 850; it is about 120 blocks long and 65 blocks wide and covers practically the entire cave system it is associated with:
These caves can be great for mining if they aren't so low as to be filled with lava - once you get rid of all of the mobs they are infested with (every zombie will come after you and more mobs will spawn until you light it up).
Also, I decided to change the crafting recipe for the diamond Ender chest, using 8 diamonds around a regular Ender chest instead of obsidian/diamond blocks around an Eye of Ender. You also get back 8 diamonds and 8 obsidian when you mine it, instead of just the diamonds.
In addition, I provided a separate small download (install after the main mod) you can use to make the new stones (not the polished variants) only minable with Silk Touch, otherwise dropping cobblestone, if you feel that they get in the way while mining (I had done this for a personal version I modified to integrate with vanilla generation for use with my first main world without causing a bunch of chunk walls).
Yeah, and you can find even bigger surprises; there is a 1-in-2,133 chance per chunk of a cave that can get up to about 100 blocks across; you can also find ravines that go all the way down to bedrock, although also relatively uncommon. For example, using the seed 3048837250578739503 you can find this at 150, 850; it is about 120 blocks long and 65 blocks wide and covers practically the entire cave system it is associated with:
-pic snip-
These caves can be great for mining if they aren't so low as to be filled with lava - once you get rid of all of the mobs they are infested with (every zombie will come after you and more mobs will spawn until you light it up).
I knew about the ravines (haven't seen one, but I knew they were there), but that cave is ridiculous...Well, I know where I'm building my next base.
This is a mod that I made for my own use that I thought I'd make available for download if anybody else wanted to try it. It is a combination of world-gen changes, bug fixes (some fixes implemented in 1.7, plus some other 1.7 features, and even a feature that was added to 1.8, cave openings in deserts and mesas, before they even added it to the snapshots), and things that both help and hinder gameplay; and for the second version, a new tier of items.
Note: if you don't want the "statistics" in the inventory screen you can omit the file "axv.class" when installing, which will remove it but otherwise have no effect on the mod. I know for sure that Optifine is compatible but haven't tested any other mods (I've previously used Rei's Minimap with my own mods without problems but any mods that add new blocks/items/world gen may have problems).
Also, it appears to work when placed in the server jar if you omit the net folder and simply add the other files without deleting META-INF or anything (tested using Minecraft Land Generator, which generated a modded world without problems; you can also do this to play in vanilla/other versions/incompatible mods as no new blocks or items were added and biome IDs only affect the grass/leaf color and rain/snow)
August 30, 2014 update (updated September 1):
Instead of making Ender chests double chest size by default I added a new block - the Diamond Ender Chest; intended for transporting items long distances or for safekeeping; unlike standard Ender chests they cannot be mined with Silk Touch and take much longer to mine (4x longer than obsidian, about 10 seconds with an Efficiency V diamond pickaxe), to discourage using them as "backpacks" (when mined they will drop eight diamonds and eight obsidian). Also, they are independent from regular Ender chests, saving their contents in a separate place in the player data file so you can use them along with normal Ender chests and your inventory to transport up to 117 stacks of items at once:
Crafting recipe (note that the inventory icon is bugged and shows up as a normal chest, not sure how to fix it but they render and work correctly when placed); note that you need 16 diamonds to make a pair of chests:
Mining a diamond Ender chest; you get back the diamonds and obsidian but not the Eye of Ender, but those are renewable so nothing is lost:
Inventory comparison between regular and diamond; note that they both have different items:
Note: If you upgrade by overwriting the existing mod you'll still have double chest-sized regular Ender chests because I no longer include the respective class for it, using a new class for the diamond Ender chest. Also, note that items in the last three rows will be lost if you upgrade with a clean jar, so be sure to empty your Ender chest first, at least the lower three rows (the first three rows were untouched when testing).
Also, Mesa biomes were tweaked so that instead using of a single color of stained clay across the whole world for each layer up to four different colors are used in a wave pattern with each layer shifted 1/4 the peak-peak distance so they change over at different points:
Version 2 update:
The second version of this mod greatly extends the number of new biomes added with many sub-biomes and variants added, with all the basic biomes in the original version plus a new "Winter Forest" biome that is a snowy version of the forest biome (the regular snowy taiga was renamed to "Winter Taiga" to fit; the "snowless taiga" biome I added is simply "Taiga"). There are now a total of 36 new biomes, with 16 basic biomes (generating as normal biomes, e.g. Plains, Forest, etc) and 20 sub-biomes (e.g. Forest Hills); for example, Mesa now generates as three separate biomes in one (Mesa, Mesa Plateau, and Mesa Edge), there are two variants of Forest Mountains (same names but different height ranges) plus an "Extreme Forest Mountains" sub-biome. This compares to 15 basic plus 2 sub-biomes/variants in the original version:
Basic biomes (Plains, Forest, Desert, etc):
Hilly Plains
Forest Mountains (two variants, one with increased height variation)
Mountainous Desert
Tropical Swamp
Mixed Forest
Bushlands
Mega Tree Plains
Mesa
Birch Forest
Mega Forest
Taiga (vanilla taiga renamed to Winter Taiga)
Volcanic Wasteland
Lake (also sound as a sub-biome)
Mega Taiga
Big Oak Forest
Winter Forest
Sub-biomes (Forest Hills, Desert Hills, Extreme Hills Edge, etc):
Hilly Plains (hillier variant in main biome)
Extreme Forest Mountains
Mountainous Desert Hills
Mixed Forest Hills
Spruce Tree hills
Mesa Plateau
Mesa Edge
Birch Forest Hills
Mega Forest Hills
Taiga Hills (vanilla Taiga Hills renamed to Winter Taiga Hills)
Ice Hills
Lake (as a sub-biome in many other biomes)
Frozen Lake (same as above but found in snowy biomes)
Mega Taiga Hills
Big Oak Forest Hills
Extreme Mountains (sub-biome in Extreme Hills)
Winter Forest Hills
Winter Forest Mountains
Desert Beach (variant of beach along deserts, identical to normal beaches except sand above y=65 isn't converted to grass/dirt)
In accordance with the addition of many x-hills biomes the maximum height ranges of their corresponding biomes were reduced a bit, although still a lot more variability than seen in vanilla (e.g. refer to this thread) with the x-hills sub-biomes having increased height variation beyond what their main biomes had originally.
Biome distribution was also changed; in "normal" areas (non-Ice Plains in vanilla) most biomes, both vanilla and modded, have the same chance of occurring, except for Volcanic Wasteland, which has 1/4 the frequency, and Mega Taiga, Ice Plains, Lake, and each variant of Forest Mountains (which effectively makes Forest Mountains as a whole as common as the other "common" biomes). Areas formerly occupied by Ice Plains in vanilla are split between 15% Winter Taiga, 10% Mega Taiga, 5% Winter Forest, 30% Ice Plains, and 40% other biomes.
Beach generation was also improved with Beta 1.7.3-style beaches instead of the sloppy messes often seen in vanilla default worlds afterwards (refer to this thread again); even around mountains beaches are mostly within 1-2 blocks of sea level, instead of splashed up the mountainside, most of the biome is also above sea level with a (usually) sharper drop-off to the ocean depths; essentially, height variation relative to sea level was forced to be much lower and I added a special method that removes sand blocks above sea level within 6-8 blocks of water to a height of 2 blocks (if there aren't any blocks above them within 1 block) and replaces blocks above y=65 with grass/dirt, except in deserts, with a special variant of beach ("Desert Beach", otherwise the same) to have a consistent maximum height of sand along shorelines (i.e. no sand stretching up a hillside):
The new stone types (granite, diorite, andesite) in the 1.8 snapshots were also added, using the same data values (variants of stone) and the same crafting recipes for the polished versions (no recipes for crafting the raw blocks as there really isn't any need for them). In world generation, 8 veins of each generate between y=0-63, which is somewhat less than in the snapshots (10 veins across 0-79, same ratio of veins/layers, making up around 13% of solid blocks (stone and ore) underground) since I thought they should remain below sea level; the exception is the Volcanic Wasteland biome where they generate with twice the number and range (16 and 0-127):
Yep, granite, diorite, and andesite in 1.6.4!
Here is a cutaway of a Superflat world with ores generated to show how common they are:
Perhaps most significant is the addition of items from a mod I previously used; amethyst armor and tools, although nerfed from the original mod (which was actually nerfed already as you can see in the link), which gave you tools with the mining speed of Efficiency V diamond and a sword equivalent to Sharpness III diamond; in this case they are basically just a more durable replacement for diamond, having the exact same stats except for three times the durability. In addition, they can only be enchanted with books (enchantability of zero). The ore is also about six times rarer than diamond, but distributed so it about half as common in the first layer above bedrock (so the common advice to mine above lava will net you little ore, around 1/8 as common as diamond there; factoring in durability this is a smaller difference than it would seem as three times the durability means it is effectively only twice as rare, similar to how diamond is about 6 times rarer than iron within its range but diamond tools are 6 times more durable):
Ore distribution in the lowest 10 and 1 layers above bedrock in a Superflat world; amethyst ore is the "future block" with an ID of 200; note that nearly a third of it is present in the lowest layer (y=1) alone, with the relative abundance being only 1/8 of diamond above y=2 (1/8 chance of generating above y=2, 100% otherwise, not quite as common below since ore veins cross up to 4 layers down from where they generate). Also, you can see the relative abundance of the new 1.8 stones:
The ore and block (made like diamond, etc, blocks) also requires a diamond pickaxe or itself to mine with half the mining time of obsidian for the ore and a third for the block; they are also resistant to normal explosions (although so rare that this is of little use, though you could TNT-mine to find ore). Amethyst gems can also be found in naturally generated chests.
Various other tweaks were made, such as making cave generation more randomized (fewer large cave systems generating at fixed points, with more variation around each point, and more random caves generated; colossal cave systems have a check added that prevents two from generating right next to each other). Mob spawners are also tracked in the statistics so you can see how many you've mined (both the per-session stats in the inventory screen and the saved in-game stats); I also made them available in the Creative inventory (they only spawn pigs though). Emerald ore also generates in Forest Mountain (same abundance as Extreme Hills) and Volcanic Wasteland biomes (where it also generates in veins similar to diamond, one per chunk, plus a few single ore veins) in addition to Extreme Hills, although is still rarer than in vanilla since the biomes together are still less common than Extreme Hills in vanilla. Villages and temples were also made twice as common (average distance is about 70%, resulting in 0.7 x 0.7 = 0.5 normal spacing) to compensate for rarer plains and deserts (still rarer overall) but with an exclusion zone of 32 chunks from the origin, so spawning in a village is impossible (speaking of spawn, it isn't uncommon to find yourself spawning right at 0,0 because the game failed to find a proper "spawn biome", which are plains, forest, taiga, and jungle, the vanilla spawn biomes).
Note that this mod uses a custom language file containing names for the amethyst items, as well as custom textures (these can both be changed with the appropriate resource packs).
Original description (most of this applies to the second version as well):
First, I added many new biomes to the normal 1.6.4 biomes, many of which were also tweaked, with a general increase in terrain variability by modifying the min/max height ranges so that normal biomes have a range similar to the normal X-Hills biomes (e.g. Forest -> Forest Hills) and those biomes in turn have a range closer to that of Extreme Hills (which were also modified a bit, though things get wacky with much more increase in height):
Big Oak Forest: Forest exclusively populated with big oak trees, including a 2x2 variant:
Birch Forest: Pretty similar to the biome with the same name in 1.7:
Bushlands: Plains-like biome with small bushes dotting the landscape (a modified form of the bushes in jungle biomes but with spruce leaves and variable size; the smallest bushes also have the log generated in the ground so they can have just one layer of leaves above ground):
Forest Mountains: A mountainous biome similar to Extreme Hills but heavily forested; oak, birch, and spruce trees generate in this biome:
Hilly Plains: Similar to plains but with hills and even mountains but usually more flat than mountainous; because this biome is based off the plains biome horses spawn here as well, though villages only spawn in vanilla plains, which were made slightly flatter in turn:
Ice Hills: Mountains made of ice covering snow found in Ice Plains, replacing 1/3 of normal Ice Mountains as a technical biome; caves in the mountains also have walls made of snow/ice:
Lake: A biome that is entirely underwater, forming large shallow lakes; islands consisting of plains, forest, jungle, taiga, and desert generate as technical biomes:
Mega Forest: Forest with enormous trees, able to exceed cloud level from near sea level; trees were modified from jungle trees (oak leaves and wood). Regular and big oak trees and bushes (see Bushlands) can also be found. (note that this biome in particular can lag chunk generation due to the size and number of trees):
Mega Taiga: Taiga biome with enormous spruce trees (3x3 trunks), regular spruce trees, and moss stone/cobblestone boulders (the last taken from 1.7):
Mega Tree Plains: Similar to Mega Forest (see above) except trees are much more scattered and there are no understory trees/bushes:
Mesa: Like the biome in 1.7, except caves and ores generate in the clay (stone replaced with clay as a final decoration step) and dirt/gravel pockets are replaced with clay. Dead bushes and cacti, which can be placed on hardened clay, generate. Occasional dead trees (based on big oak trees but not generating leaves) can also be found (I entirely made this myself, not by copying over code from 1.7):
Mixed Forest: A forest containing oak trees, birch trees, spruce trees and small jungle trees, the latter modded to be taller:
Mountainous Desert: A much more mountainous version of the normal desert biome, which, similar to plains, has a slightly decreased max height. Also, exposed stone in mountains is avoided by replacing exposed blocks with sand or sandstone, including inside caves near/above sea level, which can also cut though the surface, same for the normal desert (caves were modded to cut though all blocks except bedrock; floating sand is avoided by replacing sand blocks over air with sandstone, this also applies to beach biomes):
Snowless Taiga: Same as taiga biome but without snow; unlike 1.7, the regular taiga biome is the default snow-covered taiga (which IMO should have been left alone in 1.7):
Spruce Hills: Generates as a technical biome in Mega Tree Plains:
Tropical Swamp: Variant of swamp biome with bright jungle-green grass/leaves and small jungle trees and a great number of water lakes at the surface; average ground level is mostly above sea level otherwise:
Volcanic Wasteland: A mountainous biome with a great deal of lava lakes and lava springs, both on the surface and underground. Mountains are covered with patches of obsidian, cobblestone, gravel, and less commonly grass with occasional stands of trees with few leaves and no branches (i.e. like a volcanic eruption blew them off). Oases of desert, plains, and forest also generate as technical biomes, so the whole area isn't a barren wasteland. In addition, ores of all types except emerald are more abundant in this biome, being found up to 1.5x their normal heights (50% more coal and iron density-wise); magma cubes also spawn, regardless of light level:
Aside from these new biomes and small changes to some existing ones, I also tweaked several existing biomes, such as Extreme hills, which have more trees including spruce trees. Caves are also MUCH more abundant in Extreme Hills, with extra caves generated above y=32 (normal cave systems aren't affected); many of the mountains are truly Swiss cheese, though caves don't cut through the surface unless they are "large caves" (circular chambers) or stone is exposed. Note also that iron ore can be found to y=127 at 1/3 the abundance below sea level, same for everywhere else:
Jungles: Melons naturally spawn in jungles, the only source of melons as melon (and pumpkin) seeds don't generate in mineshaft chests (ETA: readded as of 5/26):
Ice Plains: 2/3rds of Ice Plains were replaced with other biomes (within the normal Ice Plains area, not the entire biome), avoiding vast frozen wastelands, as seen below. Trees also mostly occur in clusters instead of single isolated trees and include spruce trees:
Islands: Islands with actual biomes in oceans are much more common, done by making Mushroom Islands 15 times more common, then making 14/15 of those other biomes (so Mushroom Islands have the same frequency). The min/max height of oceans was also tweaked to make "ocean" islands less common (due to the seafloor rising above the surface, biome is still ocean):
Also of note is that I modded new biomes in even as I was playing my current world; I did so in such a way that existing biomes at the edges of what I explored were unaffected (avoiding sudden terrain changes), but no matter if biomes fully in it were; it is impossible to recreate my world for this reason as the plains biome I spawned in is now a mesa biome when the world is recreated, and spawn is now a few hundred blocks to the south (the game is coded so that only certain biomes are valid spawning areas).
Another change to world generation is the removal of the upper layers of bedrock and lowering of rarer ores (other than iron and coal), as caves go 5 layers deeper before becoming filled with lava; diamond is only found to y=10 instead of y=15 (5 layers above lava in caves).
Here is a comparison between vanilla 1.6.4 and my modded world generation; AMIDST actually does work with my mod but uses the 1.7 biome names in place of mine and shows some villages in the wrong biomes (apparently it looks at the biome ID and not whether it is actually a savanna):
Vanilla:
Modded:
In addition, here is a list of biomes with the (approximate) probability of generating in a given area; the biomes I added together have about the same occurrence as vanilla biomes, but mostly rarer individually:
Vanilla biomes (47.3% of all biomes; default is 14.3% of each, excluding areas with only Ice plains and associated Taiga, and forests as a technical biome in Plains):
Plains: 4.5%
Desert: 4.5%
Forest: 6.8%
Jungle: 4.5%
Swamp: 9%
Taiga: 9%
Extreme Hills: 9%
Modded biomes (52.1% of all biomes, total 99.4% due to rounding):
Hilly Plains: 4.5%
Forest Mountains: 9%
Mountainous Desert: 4.5%
Tropical Swamp: 4.5%
Mixed Forest: 4.5%
Bushlands: 3.4%
Mega Tree Plains: 2.3% (contains Spruce Hills as a technical biome)
Mesa: 2.3%
Birch Forest: 2.3% (contains plains and hilly plains as technical biomes)
Mega Forest: 2.3%
Snowless Taiga: 2.3%
Volcanic Wasteland: 2.3% (contains plains, desert, and forest as technical biomes)
Lake: 4.5% (contains plains, desert, forest, taiga, jungle as technical biomes/islands)
Ice Hills: (33% chance of replacing Ice Mountains)
Mega Taiga: 1.1% (6.6% of areas normally Ice Plains, which in turn take up 33% of their normal area with the rest the normal biome mix and taiga)
Big Oak Forest: 2.3%
Islands in oceans have the same mix of biomes, after a 6.7% chance of Mushroom Island.
Now, for non-biome related changes, I modified the generation of many structures:
Abandoned Mineshafts: Instead of generating in any random chunk, mineshafts generate to a fixed grid with a spacing of 14 chunks, generating at 7,0 and 0,7 relative to the grid, with a 40% chance of generating at a point, thus an overall chance of about 0.004 (default is 0.01 pre-1.7 and 0.004 after) while a decrease in frequency within 80 chunks of the origin was removed so they generate at the same frequency everywhere. The size of mineshafts was also made variable, with the default size being 8 sections from the start (dirt room) and the variable size being 5-10 sections, weighted towards the lower end (average size is smaller than vanilla); for example, here is a relatively small one (smaller mineshafts also have a higher chance of chests per length of corridor, inversely proportional to the size, although often still have none):
Based on a look at Mineshaft.dat using NBTExplorer they can contain anywhere from 10 to 275 children (structure components, equivalent to the distance between two supports in corridors, crossings, and stairs), with vanilla mineshafts averaging around 125.
In addition, I fixed the bug noted here, which causes "bubbles" in oceans (also in solid ground) and messed-up connections to the starting room. Astonishingly, despite a fix (which I used) provided over a year ago, Mojang still hasn't fixed this very easy to fix bug (well, yeah).
Caves: Similar to mineshafts, large cave systems are generated every 14 chunks at relative coordinates 0,0 and 7,7, plus a variation of +/- 1 chunk from these points, with a 70% probability of generating at each point for an overall frequency of 1/140 (vanilla 1.6.4 caves are generated with a frequency of 1/15 and 1.7+ caves 1/7); while much lower than vanilla, the minimum size is 16 with a max of 40 (max is 40 in vanilla 1.6.4 and 15 in 1.7+), weighted towards the low end; overall, there are more large cave systems as this comparison between my current world and my first main world (vanilla shows), but as you can see vanilla has more huge cave complexes formed by many cave systems generating in close proximity due to the random placement:
Modded generation:
Vanilla pre-1.7 generation, same scale:
There are also small caves randomly generated across the map, similar to caves in 1.7+, with a size of 10 and frequency of 7. However, in extreme hills, extra caves with a size of 2015 and frequency of 10 generate above y=32, in addition to all of the aforementioned; mesa also has extra caves but a smaller size of 10 and volcanic wasteland size 5/frequency 5.
In addition, large cave systems have a 1-in-50 chance of becoming a colossal cave system, intentionally made to approximate the largest known cave system in vanilla (which has around 120 caves across 6 cave systems generated within a few chunks of each other, determined by having the game print out the size and location of cave systems); they are generated as 6 separate cave systems with a size of 20, plus a size 16 system, within 10 chunks of each other (made so they don't generate too close to each other), otherwise impossible due to the non-random placement mentioned above:
Typical "colossal" cave system:
Largest known cave system in vanilla (seed -123775873255737467 in 1.6.4 or earlier at -800, -1050):
One thing to note in the comparison above is the number of caves that break the surface (green areas); individual caves in large cave systems have a 50% chance of only being able to cut through stone, while small caves have a 100% chance of doing so, except in Extreme Hills.
Also of note, caves and ravines that pass under bodies of water will generate normally but only remove stone blocks, instead of simply glitching out (the game checks for water and normally doesn't generate any part with water in the path); the floating sand removal mentioned above also means that sand under bodies of water won't collapse into caves (sometimes still happens if there is gravel underneath); caves under oceans and lakes are much less likely to be flooded out (a sandstone roof generates if a cave directly hits water, as with exposed stone on the seabed). I also tweaked the generation so that individual caves (not cave systems) and ravines have more variability; caves can get up to three times bigger, but averaging the same size as vanilla, while ravines can be from half to twice as long, wider/narrower, and deeper/shallower, and more curved, again averaging close to vanilla.
Here are several examples of just how big caves can get:
Strongholds: Normally in vanilla caves and ravines "cut" apart strongholds because they are coded so that walls only generate if there are solid non-air blocks where they would otherwise be; I avoid this by modifying the code so that walls are always generated regardless, similar to other structures. Also, I removed code that checks for liquid in the bounding boxes so pieces can generate under water and lava; this avoids stuff like End Portal rooms separated from the rest of a stronghold, barring any other possible generation bugs (End Portal rooms always generate but not other parts) and allows it to generate as fully as it can:
Also, they are more dangerous:
Yes, that is a creeper spawner you see in the first one, with silverfish spawners randomly placed in libraries (as real-life silverfish eat books); dungeons can also have them along with other mobs not found in vanilla dungeons, plus they spawn mobs at a much faster rate, 5-10 seconds and 12/6 mobs for zombies, skeletons, spiders and silverfish; 10-20 seconds and 6/4 mobs for cave spiders, Endermen, and creepers; and 10-30 seconds and 4/2 mobs for witches (vanilla is 10-40 seconds and 4/6 mobs; 4 spawned per cycle and 6 within range):
These dungeons are rarer though, with 36% being zombies, 18% each of skeletons and spiders (vanilla is 50% zombie and 25% each of skeletons and spiders) and 9% each of creeper, enderman or witch dungeons.
Mob spawners were also made explosion-proof (includes TNT), but creepers can still blow up chests.
The upside is that they contain better loot, as other structure chests do, proportional to their rarity (even diamond tools/armor in some chests; of course, rarer than other items), with no useless items (if you want string, just kill some spiders, etc) and more items (chest slots) possible.
Desert Temples: Ever found a temple that just has a cave under it? That's because a mob spawned in the loot chamber and blew it up. Well, not here, as I replaced the pressure plate with trapped chests, with an extra TNT under each one (13 total, meaning a bigger explosion if you set it off), plus an example of chest loot; note the lack of rotten flesh and bones, which is compensated for by adding zombie and skeleton spawners (randomly selected):
Jungle Temples: Similar to desert temples, except the trap was buffed by adding fire charges in addition to arrows (may or may not have both):
These are both rarer though due to all the added biomes.
Witches and cave spiders also spawn naturally, witches at the same rate in 1.7, and cave spiders at twice the rate of witches and restricted to bellow sea level (as they are called cave spiders, not abandoned mineshaft spiders, though you won't encounter more than 1-2 at once outside of them). In addition, giants naturally spawn, only above sea level at 1/5 the frequency of witches; they are also a bit different from vanilla in that they deal 5 hearts instead of 25 (on Normal), drop 20 XP instead of 5, and burn in daylight (given lava damage in addition to fire damage so they take about the same amount of time to die) and set you on fire for longer than normal zombies and all the time.
Updated 6/18 - Also, here is what the inventory screen looks like (only in Survival mode); it shows your score and coordinates in the upper-left, stats for ores mined and mob kills (counts 8 common Overworld mobs only) during the current session (not total mined as seen in the statistics) below that (the "R" key switches between a list of totals, percentage of total, number of ore mined relative to coal, and individual mob kill counts), and death point in the upper-right (only if you died since starting the current session; "R" clears this and hides the display):
Ender chests can also hold a double chest of items, done by simply changing the number of slots from 27 to 54:
Other changes are as follows:
Buffed zombies, which can spawn reinforcements (not just call for help) on Normal difficulty, although with a minimum distance from the player (so not in your face), as well as doubling a bunch of values like "leader zombie bonus". Baby zombies can also fit in 1 block high openings, similar to 1.7, and also drop XP (12 XP instead of 5, also the same as 1.7) and items, including picked up items (so you don't have to worry about losing stuff). Also carry more weapons, with axes and pickaxes added, and a 1-in-5 chance of diamond items instead of iron.
Bats drop experience (1-3) when killed, like passive mobs and squid.
Fixed infinite animal panic bug (animals run around forever after getting hit instead of calming down; fixed in 1.7).
Fixed sprint-jumping only adding exhaustion of normal jumping when it should be 4x higher (also fixed in 1.7, leading many people to report huge increases in hunger depletion - but why sprint-jump all over the place? Only PvP really warrants it).
Fixed/reduced server lag due to zombie pathfinding, using a combination of Forge source code and another fix.
Removed enchanted item glint from held items (still present on armor and in inventory).
Distance flown stat only counts actual Creative-mode flying, mainly because of misunderstandings when I post my stats and they see that I've "flown" (otherwise, the game thinks you are "flying" when you sprint-jump or get knocked back by mobs).
Game waits for internal server to finish shutting down when you quit before returning to title screen (displays "Shutting down internal server..."), avoiding chunk corruption and not saving properly, also the cause of worlds not deleting properly (i.e. you quit a world then delete it right after, the server is still saving so the delete fails; then you make a new world with the same name and you get chunks from the first world in the second).
All pieces of armor have the same durability as a chestplate, which may be good or bad depending (i.e. if you made a full set at once they will all break at the same time leaving you with zero protection). Diamond armor is also as relatively durable as iron armor is compared to iron tools with a durability of 1500 (241/251 * 1562), instead of just 1/3 as durable as diamond tools; this does increase the repair cost though (repair cost solely depends on durability, not material).
The amount of protection per armor point was changed from 4 to 3.5% so full armor points provides 70% damage reduction instead 80%, making diamond armor about a third better than iron (diamond tools mine about a third faster than iron, so basically diamond armor has the same advantages as tools do); other types of armor have slightly different amounts of points to closely match with vanilla (e.g. leather has 8 armor points for 28% protection, iron has 17 for 59.5%, up from 7 (4x7 = 28) and 15 (4x15 = 60) respectively).
Added a fix for mob pathfinding that causes a northwest bias over time, particularly noticeable with villagers and likely contributing to their tendency to crowd into one house; from a test I did, they now wander around much more of the village and even recognized more doors (only seen within 16 blocks).
Removed void fog, which is otherwise very dense due to lowering the bottom of the world by 5 blocks (added 5/11; I didn't add this sooner because I just used Optifine to disable it).
Enabled growing Mega Trees and Mega Taiga trees from saplings, in a similar manner to giant jungle trees; see this post for details.
Fixed leaf decay issues with big oak trees by adding extra logs to branches (extending upwards into leaf bunches, instead of ending at the bases); this issue was so bad that they were mostly removed from natural world generation in 1.7 due to lag. 6/4 - a similar fix was done to jungle trees by modifying their branches, although some leaves still occasionally generate disconnected from the canopy.
Saplings grow into biome-specific trees in most biomes; here is a full list of biome-specific trees (regular size trees); otherwise growing as normal:
Oak trees: Grow as swamp trees in (Tropical) Swamp biomes; exclusively grow as big oak trees in Big Oak Forest. 2x2 trees grow as giant oak trees in Big Oak Forest and otherwise grow as Mega Trees.
Spruce trees: Both variants (tall type and Christmas tree-like type, only the latter normally grow) grow in Taiga (all variants), Ice Plains and Forest Mountain biomes with 50/50 of each type. In Bushlands and Mega Tree biomes they grow as bushes (excluding the smallest variant, which replaces the ground under it with a log). Only the tall variant grows in Spruce Hills.
Jungle trees: Generate with vines and cocoa pods in Jungle and Tropical Swamp; grow taller than usual in Mixed Forest.
Also, I decided to add a couple silly things that can be seen as Easter eggs:
Really? It's supposed to be a secret.
Is that a baby zombie on a cave spider? Yes, 1% of cave spider spawns (making it extremely rare even though I decided to make cave spiders twice as common, which is still rarer than most other mobs) are cave spider jockeys (an allusion to chicken jockeys, which I've tried to add but couldn't figure out how to make the chicken hostile (tried adding player as attack target, etc); not so much of a problem disabling egg-laying and despawning them though, a must to avoid problems):
Wait, what did that bat just drop? Yes, bats can drop torches (0-2, like other mobs), rather silly and pointless given how many I use but could help you if you ever ran out (makes some sense as real-life bats easily navigate in caves and torches help you navigate in caves; come to think of it, it would have made more sense for a bat drop to be used to make Night Vision potions than golden carrots):
Well, I mainly made it for myself as I mentioned "made for my own use" and thought others might be interested in it. Mostly because of what happens when I try to play any version since 1.7.2:
With issue (note that green is rendering time):
Without issue; note also how much higher FPS is - the lag spikes are so big they eat up more than half the FPS otherwise achieved (the issue is worse in 1.8):
Same as above but on pause menu, clearly showing a "wave" pattern, although I don't think it would be noticeable outside the spikes (clearly visible on the lagometer though, which speeds up and slows down, then pauses at a spike before speeding up again):
In addition, here is another screenshot showing what happens when I artificially lower FPS - note that the interval is unaffected, meaning the spikes occur every 2 seconds or so at 5 FPS, interestingly enough, the "wave" pattern disappears and the spikes get lower but don't disappear as soon as the FPS limit falls below the FPS otherwise reached; 20-30 FPS is needed to hide them but that is too low for me:
Also, to show the effect of running around and loading chunks on FPS, which is still over 100 most of the time (outside of jungles, at least when newly generated; 1.6.4 runs with only some minor lag spikes, even in jungles, that are pretty much eliminated with Optifine unless I fly in Creative):
Basically, I've been "upgrading" the game for myself. Most other mods I've posted were also originally made for my own use, or like in the case of my "Superflat Caves" mod demonstrate something that should be in the game (a sin that you can't customize cave generation, even more so that you can't even customize structures that have been customizable in Superflat for years).
It is also worth noting that I'm currently using a modified version of this mod on my first main world, modified so that vanilla biomes are replaced with similar modded biomes in a way that mostly eliminates chunk borders, although partly by manually adjusting biome generation at the edges of existing chunks and deleting some chunks in MCEdit (i.e. can't just be used with any world and avoid big chunk borders, especially if a mesa or similar biome decided to generate); similarly, cave generation is mostly vanilla with occasionally larger caves/ravines, with low chances of them cutting off at chunk borders due to being uncommon (I did halve mineshaft frequency though as they are too common far from the origin, I have found one that cut off at new chunks but not as obvious as caves or ravines, the latter of which often get "chunk walls" due to water in their path in vanilla but in my mod they generate around water).
Well, I mainly made it for myself as I mentioned "made for my own use" and thought others might be interested in it. Mostly because of what happens when I try to play any version since 1.7.2:
With issue (note that green is rendering time):
Without issue; note also how much higher FPS is - the lag spikes are so big they eat up more than half the FPS otherwise achieved (the issue is worse in 1.8):
Same as above but on pause menu, clearly showing a "wave" pattern, although I don't think it would be noticeable outside the spikes (clearly visible on the lagometer though, which speeds up and slows down, then pauses at a spike before speeding up again):
In addition, here is another screenshot showing what happens when I artificially lower FPS - note that the interval is unaffected, meaning the spikes occur every 2 seconds or so at 5 FPS, interestingly enough, the "wave" pattern disappears and the spikes get lower but don't disappear as soon as the FPS limit falls below the FPS otherwise reached; 20-30 FPS is needed to hide them but that is too low for me:
Also, to show the effect of running around and loading chunks on FPS, which is still over 100 most of the time (outside of jungles, at least when newly generated; 1.6.4 runs with only some minor lag spikes, even in jungles, that are pretty much eliminated with Optifine unless I fly in Creative):
Basically, I've been "upgrading" the game for myself. Most other mods I've posted were also originally made for my own use, or like in the case of my "Superflat Caves" mod demonstrate something that should be in the game (a sin that you can't customize cave generation, even more so that you can't even customize structures that have been customizable in Superflat for years).
It is also worth noting that I'm currently using a modified version of this mod on my first main world, modified so that vanilla biomes are replaced with similar modded biomes in a way that mostly eliminates chunk borders, although partly by manually adjusting biome generation at the edges of existing chunks and deleting some chunks in MCEdit (i.e. can't just be used with any world and avoid big chunk borders, especially if a mesa or similar biome decided to generate); similarly, cave generation is mostly vanilla with occasionally larger caves/ravines, with low chances of them cutting off at chunk borders due to being uncommon (I did halve mineshaft frequency though as they are too common far from the origin, I have found one that cut off at new chunks but not as obvious as caves or ravines, the latter of which often get "chunk walls" due to water in their path in vanilla but in my mod they generate around water).
Um...Okay. Besides, when you turn on the F1 or F3 (Cant remember what it was), What are those green and red things (Just wandering)?
Um...Okay. Besides, when you turn on the F1 or F3 (Cant remember what it was), What are those green and red things (Just wandering)?
Do you mean the graph? That's Optifine's lagometer (to enable, go to video options, then other; F3 displays the debug information), a feature which also used to be in vanilla in a simplified form; the green shows rendering time so any spikes will result in a drop in framerate (higher = lower FPS); I have no idea why that happens since I can otherwise run 1.7 fine; the strangest part, besides sometimes going away if I pause the game and leave it unfocused for a while (only way so far) is that they always occur every 10 frames; I've also found other people with the same problem, including in all versions (example).
Do you mean the graph? That's Optifine's lagometer (to enable, go to video options, then other; F3 displays the debug information), a feature which also used to be in vanilla in a simplified form; the green shows rendering time so any spikes will result in a drop in framerate (higher = lower FPS); I have no idea why that happens since I can otherwise run 1.7 fine; the strangest part, besides sometimes going away if I pause the game and leave it unfocused for a while (only way so far) is that they always occur every 10 frames; I've also found other people with the same problem, including in all versions (example).
i suppose that just like the old days mod, this is incompatible with forge, right?
i suppose that just like the old days mod, this is incompatible with forge, right?
At least with any mod that accesses one of the classes that I modified; because they include the Block and Item classes that pretty much eliminates any mod that adds new blocks or items. However, I used to use Forge for some other mods in 1.6.2* and in order to ensure Forge compatibility I actually modified the Forge source code (download Forge "src"; at least for versions before 1.7 it downloads MCP as well and decompiles the jar, newer versions use some obscure "gradle" setup) to make my own mods; this ensured that the code Forge adds was still present along with my own changes; I never had any crashes or issues doing this. Of course, that would still have problems running any version of Forge other than whatever I used (I used 9.10.0.842).
That said, there shouldn't be problems running some of my simpler mods, such as my simple cave generation mods for 1.7+, with Forge, as long as you tell it to ignore modifications to the jar, as I know of only one mod that depends on the MapGenCaves class (Zeno's CaveControl mod, allowing you to configure the size/chance of cave systems).
*Some of the things I added are directly related to the mods I used to use; for example, bigger Ender chests = Backpacks; amethyst armor/tools = mod that added the same (actually, I'd modified that mod itself as I even mentioned in the author's thread, the version I made just makes them more durable than diamond, I actually don't even use them anymore since I stopped using Fortune on my pickaxe (also means I don't need a double chest Ender chest for on-the-go storage; the "diamond" Ender chest I use to stockpile items at a secondary base so I can transport more stuff back to my main base) and can thus repair it with new pickaxes for even more durability restored per repair, 6,000+ uses instead of 4,684 for amethyst).
Do you mean the graph? That's Optifine's lagometer (to enable, go to video options, then other; F3 displays the debug information), a feature which also used to be in vanilla in a simplified form; the green shows rendering time so any spikes will result in a drop in framerate (higher = lower FPS); I have no idea why that happens since I can otherwise run 1.7 fine; the strangest part, besides sometimes going away if I pause the game and leave it unfocused for a while (only way so far) is that they always occur every 10 frames; I've also found other people with the same problem, including in all versions (example).
Oh. I think I now know what this mod is about (From your Point of View).
Do you think you might ever make the ore/mining statistic counter a separate mod? I think it is a cool addition that wouldn't take away from the vanilla feel, but I don't really want the amethyst and larger caves and such, and if you do seperate the mod maybe you could also update the statistic part for 1.8? You could put it on your "TheMasterCaver's Mods and Tweaks" thread. Don't feel obliged just thought it'd be a cool addition to have for survival 1.8.
TheMasterCaver, could you please make a mod with only the performance upgrades and nothing else which is compatible with 1.8?
(You're one of the best modders I think. You can develop things faster than Mojang does. Or at least, faster than mojang wants to do.)
The only change I've made that is really applicable is the zombie pathfinding lag fix, and I haven't had any problems with it since 1.7, even with 20+ zombies trying to reach me; by contrasts in vanilla 1.6.x even one zombie is enough to make the server start lagging (they still list the bug as unresolved but it is orders of magnitude better; an early comment described it as "thousands of times the available computation resources" in 1.6).
Also, another change I did isn't compatible with customizable worlds; I improved terrain generation speed by omitting the calculations for the lowest 48 layers of terrain, which is almost all stone, using solid stone to fill those layers in; this also means that the deepest oceans are 15 blocks deep (y48-62), which is slightly shallower than the deepest oceans in vanilla 1.6.x, although I reduced their height variation to avoid exposed seafloor (probably done to help ensure you don't spawn in the middle of an ocean with no land; oceans actually have more height variation than most other biomes in 1.6.x), likely resulting in them being deeper overall (I added my own islands in, larger than the small islands in 1.7, essentially by making Mushroom Islands 15x more common and replacing 14/15 of their biomes with other biomes). Non-ocean biomes are limited to y=56, mainly done so I could change river generation without getting rivers that are as deep as oceans (thus, most rivers are flat-bottomed at y=56).
That said, 1.8 has a whole new set of problems, many of which would require extensively changing the code; for example, changing BlockPos back to x,y,z coordinates or making it a mutable object (so only one instance needs to be allocated and it can be reused), or, and this is likely the biggest factor in slow chunk generation, modifying the code to directly read/write values into the array used to hold chunk data (believe it or not, this is an array of 16 bit integers - the game actually converts to and from numerical IDs and block states when accessing it, as I mentioned here).
Also, MCP 1.8 is buggy; I tried making a mod that added more world customization* and while it works without problems in MCP it crashes when I try running it outside due to a bad class name; only simple classes seem to be modifiable without problems.
*As described in this thread, with settings shown here:
Note the settings for "cave lava level" and "flat bedrock", allowing you to change the level to which caves have lava (all the way up to y=255, which results in ribbons of lava in the sky if it is above ground level) and using the default or flat (one layer) bedrock, useful if you modify the lava level and/or terrain depth:
Customizable emerald ore, which can also be set to generate in any biome, useful if you make a single biome world that isn't Extreme Hills, or if you like emerald ore (emeralds themselves can be obtained through trading, but not the ore):
I went a little overboard here; the only difference between cave generation in 1.6.4 and 1.7+ is that in 1.6.4 the "spawn size" is 39 and "spawn chance" is 15; this lets you individually change the sizes of individual caves as well:
Same for ravines (no difference between 1.6.4 and 1.7+, other than the way they curve due to a change in a value from 128 to 256). Note also the "min altitude", which shifts all caves up/down; for example, if you set it to -5 they will be shifted down by 5 blocks, the same as TMCW (independent of lava level):
And now structures (the default chance of mineshafts in 1.6.4 is 0.01; that means one every 100 chunks outside of an 80 block radius around the origin within which they become less common, down to none at 0, 0, which is what the "reduced near origin" button toggles; for more mineshafts near the origin I'd suggest the default chance and turning off the reduction, as they are really too common in 1.6.4 far away):
Yes, even ocean monuments (there are undocumented Superflat settings for "separation" and "spacing", which is what I used here). Also, the "overwrite air/liquids" button enables you to get intact strongholds in the air or underwater; the default behavior is to ignore air blocks (e.g. caves) when generating walls and not generate any pieces that intersect liquids (the latter often causes portal rooms to be detached, especially when under oceans):
I even added my own preset, which increases the size variation of caves and ravines, similar to TMCW, although with less variation since I simply multiplied the sizes of all caves and ravines, not just some. I even lowered the lava level in caves by 5 blocks and changed the ranges/spawn sizes of rarer ores to get a similar distribution (same amounts of ores exposed in caves, using MCEdit to fine-tune the settings; note that this makes it harder to branch-mine since diamond was reduced from 8 to 6; in TMCW I actually made the minimum negative with the same vein sizes but that isn't allowed here):
I thought that I'd mention how I just modified the code that gets the light opacity for a block so that biomes with giant trees aren't so dark in so many areas (I've even found areas with a light level of 0 before - totally dark); the minimum possible light opacity for a block, 1 (besides 0, or none) is really a bit limiting when it comes to making huge trees while allowing an acceptable amount of light through.
Basically, I made it so that instead of having a fixed light opacity of 1 leaf blocks are treated as having opacities of 0 or 1 depending on the layer, with one layer having values of 0 and 1 in a checkerboard pattern and the other all 0, with every other checkerboard patterned layer shifted so the 1s in one layer line up with the 0s in the other layer; this results in layers of more than 3/4 leaf blocks completely blocking light (reducing the light level) while reducing the total amount of light blocked; this adjustment is also only applied to mega forest, mega taiga, big oak forest, and jungle biomes, resulting in more or less similar ground light levels as regular forests (not as necessary in jungles although they can still have some dark areas, especially since I'd modified trees so they cover steep hills better):
public int getBlockLightOpacity(int par1, int par2, int par3)
{
// Leaves are handled in a special manner in biomes with large trees to allow more light through
int block = this.getBlockID(par1, par2, par3);
if (block == Block.leaves.blockID)
{
int biome = this.blockBiomeArray[par3 << 4 | par1] & 255;
if (biome == BiomeGenBase.bigOakForest.biomeID || biome == BiomeGenBase.bigOakForestHills.biomeID || biome == BiomeGenBase.megaForest.biomeID || biome == BiomeGenBase.megaForestHills.biomeID || biome == BiomeGenBase.megaTaiga.biomeID || biome == BiomeGenBase.megaTaigaHills.biomeID || biome == BiomeGenBase.jungle.biomeID || biome == BiomeGenBase.jungleHills.biomeID)
{
int layer = par2 & 3;
switch (layer)
{
case 0:
return (par1 & 1) == (par3 & 1) ? 1 : 0;
case 2:
return (par1 & 1) != (par3 & 1) ? 1 : 0;
default:
return 0;
}
}
}
return Block.lightOpacity[block];
}
That said, you can still find areas with a light level fo 7 or less, although very dark areas should be much less common, especially those dark enough to make grass pop out of the ground (less than 4). Also, Moody still makes it look really dark (depending on your monitor, in my case even Bright leaves caves nearly pure black, although diorite and sand/sandstone are just distinguishable due to their light textures, and the second screenshot is still noticeably darker under the trees):
Do you think you might ever make the ore/mining statistic counter a separate mod? I think it is a cool addition that wouldn't take away from the vanilla feel, but I don't really want the amethyst and larger caves and such, and if you do seperate the mod maybe you could also update the statistic part for 1.8? You could put it on your "TheMasterCaver's Mods and Tweaks" thread. Don't feel obliged just thought it'd be a cool addition to have for survival 1.8.
A response please? No is fine if you don't want to, just want to know if you ever will.
A response please? No is fine if you don't want to, just want to know if you ever will.
I've become rather discouraged about making anything but the simplest mods (single classes, minor changes) for 1.8, given what happened after I'd spent a lot of time making the ultimate cave/structure customization mod - only to have it not work outside of MCP due to what appears to be a bug in MCP (I didn't even download MCP for 1.8 until I saw it listed on their downloads page as Optifine's creator had mentioned there were problems with it that they had to fix themselves; I assumed (wrongly) that MCP had fixed any issues; the bug in question also appears to affect more than just the classes I modified if crash reports like this one are any indication).
Well, it would be pretty complicated to add a whole new structure and mobs, neither of which I've ever tried doing before. Also, I intentionally avoid oceans in my worlds, although I've decided to start playing on my first main world again, with a modified version of this mod, designed to match biome height ranges with the vanilla ones so there aren't any chunk borders (aside from biome transitions and a few biomes like mesa but I ensured there were none bordering existing chunks; for caves and ravines most of them generate like vanilla with a chance for larger ones, instead of modifying the entire range of sizes, minimizing chunk boundary transitions), and there are oceans fairly close to spawn (500-700 blocks), and I know they will generate in oceans in older worlds, but only if you haven't spent much time in the chunks, and they can partially generate if only some chunks exceeded the limit. I am curious though about how they got them to spawn in existing chunks, which could certainly be helpful in adding new features to an existing world.
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?
That's just a neat view, isn't it? Well, unless you fall in...
That's just a neat view, isn't it? Well, unless you fall in...
Also, I decided to change the crafting recipe for the diamond Ender chest, using 8 diamonds around a regular Ender chest instead of obsidian/diamond blocks around an Eye of Ender. You also get back 8 diamonds and 8 obsidian when you mine it, instead of just the diamonds.
In addition, I provided a separate small download (install after the main mod) you can use to make the new stones (not the polished variants) only minable with Silk Touch, otherwise dropping cobblestone, if you feel that they get in the way while mining (I had done this for a personal version I modified to integrate with vanilla generation for use with my first main world without causing a bunch of chunk walls).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I knew about the ravines (haven't seen one, but I knew they were there), but that cave is ridiculous...Well, I know where I'm building my next base.
I dont currently have a signature right now. Im sure after the next thunder storm i will have had some inspiration to make one.
But in the mean time feel free to check my desert village out Desert Village
So what's the point of this entire mod?
Well, I mainly made it for myself as I mentioned "made for my own use" and thought others might be interested in it. Mostly because of what happens when I try to play any version since 1.7.2:
Without issue; note also how much higher FPS is - the lag spikes are so big they eat up more than half the FPS otherwise achieved (the issue is worse in 1.8):
Same as above but on pause menu, clearly showing a "wave" pattern, although I don't think it would be noticeable outside the spikes (clearly visible on the lagometer though, which speeds up and slows down, then pauses at a spike before speeding up again):
In addition, here is another screenshot showing what happens when I artificially lower FPS - note that the interval is unaffected, meaning the spikes occur every 2 seconds or so at 5 FPS, interestingly enough, the "wave" pattern disappears and the spikes get lower but don't disappear as soon as the FPS limit falls below the FPS otherwise reached; 20-30 FPS is needed to hide them but that is too low for me:
Also, to show the effect of running around and loading chunks on FPS, which is still over 100 most of the time (outside of jungles, at least when newly generated; 1.6.4 runs with only some minor lag spikes, even in jungles, that are pretty much eliminated with Optifine unless I fly in Creative):
Basically, I've been "upgrading" the game for myself. Most other mods I've posted were also originally made for my own use, or like in the case of my "Superflat Caves" mod demonstrate something that should be in the game (a sin that you can't customize cave generation, even more so that you can't even customize structures that have been customizable in Superflat for years).
It is also worth noting that I'm currently using a modified version of this mod on my first main world, modified so that vanilla biomes are replaced with similar modded biomes in a way that mostly eliminates chunk borders, although partly by manually adjusting biome generation at the edges of existing chunks and deleting some chunks in MCEdit (i.e. can't just be used with any world and avoid big chunk borders, especially if a mesa or similar biome decided to generate); similarly, cave generation is mostly vanilla with occasionally larger caves/ravines, with low chances of them cutting off at chunk borders due to being uncommon (I did halve mineshaft frequency though as they are too common far from the origin, I have found one that cut off at new chunks but not as obvious as caves or ravines, the latter of which often get "chunk walls" due to water in their path in vanilla but in my mod they generate around water).
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?
Um...Okay. Besides, when you turn on the F1 or F3 (Cant remember what it was), What are those green and red things (Just wandering)?
Do you mean the graph? That's Optifine's lagometer (to enable, go to video options, then other; F3 displays the debug information), a feature which also used to be in vanilla in a simplified form; the green shows rendering time so any spikes will result in a drop in framerate (higher = lower FPS); I have no idea why that happens since I can otherwise run 1.7 fine; the strangest part, besides sometimes going away if I pause the game and leave it unfocused for a while (only way so far) is that they always occur every 10 frames; I've also found other people with the same problem, including in all versions (example).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
i suppose that just like the old days mod, this is incompatible with forge, right?
At least with any mod that accesses one of the classes that I modified; because they include the Block and Item classes that pretty much eliminates any mod that adds new blocks or items. However, I used to use Forge for some other mods in 1.6.2* and in order to ensure Forge compatibility I actually modified the Forge source code (download Forge "src"; at least for versions before 1.7 it downloads MCP as well and decompiles the jar, newer versions use some obscure "gradle" setup) to make my own mods; this ensured that the code Forge adds was still present along with my own changes; I never had any crashes or issues doing this. Of course, that would still have problems running any version of Forge other than whatever I used (I used 9.10.0.842).
That said, there shouldn't be problems running some of my simpler mods, such as my simple cave generation mods for 1.7+, with Forge, as long as you tell it to ignore modifications to the jar, as I know of only one mod that depends on the MapGenCaves class (Zeno's CaveControl mod, allowing you to configure the size/chance of cave systems).
*Some of the things I added are directly related to the mods I used to use; for example, bigger Ender chests = Backpacks; amethyst armor/tools = mod that added the same (actually, I'd modified that mod itself as I even mentioned in the author's thread, the version I made just makes them more durable than diamond, I actually don't even use them anymore since I stopped using Fortune on my pickaxe (also means I don't need a double chest Ender chest for on-the-go storage; the "diamond" Ender chest I use to stockpile items at a secondary base so I can transport more stuff back to my main base) and can thus repair it with new pickaxes for even more durability restored per repair, 6,000+ uses instead of 4,684 for amethyst).
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. I think I now know what this mod is about (From your Point of View).
Everything is put into the jar file; your zip utility should combine the folders (instead of replacing them, which would break the game).
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?
The only change I've made that is really applicable is the zombie pathfinding lag fix, and I haven't had any problems with it since 1.7, even with 20+ zombies trying to reach me; by contrasts in vanilla 1.6.x even one zombie is enough to make the server start lagging (they still list the bug as unresolved but it is orders of magnitude better; an early comment described it as "thousands of times the available computation resources" in 1.6).
Also, another change I did isn't compatible with customizable worlds; I improved terrain generation speed by omitting the calculations for the lowest 48 layers of terrain, which is almost all stone, using solid stone to fill those layers in; this also means that the deepest oceans are 15 blocks deep (y48-62), which is slightly shallower than the deepest oceans in vanilla 1.6.x, although I reduced their height variation to avoid exposed seafloor (probably done to help ensure you don't spawn in the middle of an ocean with no land; oceans actually have more height variation than most other biomes in 1.6.x), likely resulting in them being deeper overall (I added my own islands in, larger than the small islands in 1.7, essentially by making Mushroom Islands 15x more common and replacing 14/15 of their biomes with other biomes). Non-ocean biomes are limited to y=56, mainly done so I could change river generation without getting rivers that are as deep as oceans (thus, most rivers are flat-bottomed at y=56).
That said, 1.8 has a whole new set of problems, many of which would require extensively changing the code; for example, changing BlockPos back to x,y,z coordinates or making it a mutable object (so only one instance needs to be allocated and it can be reused), or, and this is likely the biggest factor in slow chunk generation, modifying the code to directly read/write values into the array used to hold chunk data (believe it or not, this is an array of 16 bit integers - the game actually converts to and from numerical IDs and block states when accessing it, as I mentioned here).
Also, MCP 1.8 is buggy; I tried making a mod that added more world customization* and while it works without problems in MCP it crashes when I try running it outside due to a bad class name; only simple classes seem to be modifiable without problems.
*As described in this thread, with settings shown here:
Customizable emerald ore, which can also be set to generate in any biome, useful if you make a single biome world that isn't Extreme Hills, or if you like emerald ore (emeralds themselves can be obtained through trading, but not the ore):
I went a little overboard here; the only difference between cave generation in 1.6.4 and 1.7+ is that in 1.6.4 the "spawn size" is 39 and "spawn chance" is 15; this lets you individually change the sizes of individual caves as well:
Same for ravines (no difference between 1.6.4 and 1.7+, other than the way they curve due to a change in a value from 128 to 256). Note also the "min altitude", which shifts all caves up/down; for example, if you set it to -5 they will be shifted down by 5 blocks, the same as TMCW (independent of lava level):
And now structures (the default chance of mineshafts in 1.6.4 is 0.01; that means one every 100 chunks outside of an 80 block radius around the origin within which they become less common, down to none at 0, 0, which is what the "reduced near origin" button toggles; for more mineshafts near the origin I'd suggest the default chance and turning off the reduction, as they are really too common in 1.6.4 far away):
Yes, even ocean monuments (there are undocumented Superflat settings for "separation" and "spacing", which is what I used here). Also, the "overwrite air/liquids" button enables you to get intact strongholds in the air or underwater; the default behavior is to ignore air blocks (e.g. caves) when generating walls and not generate any pieces that intersect liquids (the latter often causes portal rooms to be detached, especially when under oceans):
I even added my own preset, which increases the size variation of caves and ravines, similar to TMCW, although with less variation since I simply multiplied the sizes of all caves and ravines, not just some. I even lowered the lava level in caves by 5 blocks and changed the ranges/spawn sizes of rarer ores to get a similar distribution (same amounts of ores exposed in caves, using MCEdit to fine-tune the settings; note that this makes it harder to branch-mine since diamond was reduced from 8 to 6; in TMCW I actually made the minimum negative with the same vein sizes but that isn't allowed here):
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":16,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":8,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":27,"redstoneSize":6,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":11,"diamondSize":6,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":11,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":11,"lapisSpread":16,"emeraldMinCount":3,"emeraldMaxCount":8,"emeraldMinHeight":0,"emeraldMaxHeight":26,"emeraldBiomeLocked":true,"caveSize":39,"caveChance":15,"caveWidth":1.0,"caveLength":168,"caveLengthVar":112,"circularRoomChance":4,"circularRoomSize":6.0,"largeCaveChance":10,"largeCaveWidth":9.0,"largeCaveLength":336,"largeCaveLengthVar":280,"caveMinAltitude":-5,"caveAltitudeRange":120,"ravineChance":50,"ravineWidth":4.0,"ravineLength":224,"ravineLengthVar":168,"ravineDepth":3.0,"ravineMinAltitude":15,"ravineAltitudeRange":40,"lavaLevel":6,"flatBedrock":true,"mineshaftChance":0.006,"mineshaftNearOrigin":false,"mineshaftSectionCount":8,"mineshaftMaxSpan":120,"villageMinDistance":8,"villageMaxDistance":32,"villageSize":0,"strongholdDistance":32,"strongholdSpread":3,"strongholdCount":3,"strongholdOverwrite":true,"templeMinDistance":8,"templeMaxDistance":32,"monumentSpacing":32,"monumentSeparation":5}
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?
Basically, I made it so that instead of having a fixed light opacity of 1 leaf blocks are treated as having opacities of 0 or 1 depending on the layer, with one layer having values of 0 and 1 in a checkerboard pattern and the other all 0, with every other checkerboard patterned layer shifted so the 1s in one layer line up with the 0s in the other layer; this results in layers of more than 3/4 leaf blocks completely blocking light (reducing the light level) while reducing the total amount of light blocked; this adjustment is also only applied to mega forest, mega taiga, big oak forest, and jungle biomes, resulting in more or less similar ground light levels as regular forests (not as necessary in jungles although they can still have some dark areas, especially since I'd modified trees so they cover steep hills better):
That said, you can still find areas with a light level fo 7 or less, although very dark areas should be much less common, especially those dark enough to make grass pop out of the ground (less than 4). Also, Moody still makes it look really dark (depending on your monitor, in my case even Bright leaves caves nearly pure black, although diorite and sand/sandstone are just distinguishable due to their light textures, and the second screenshot is still noticeably darker under the trees):
Bright:
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?
A response please? No is fine if you don't want to, just want to know if you ever will.
I've become rather discouraged about making anything but the simplest mods (single classes, minor changes) for 1.8, given what happened after I'd spent a lot of time making the ultimate cave/structure customization mod - only to have it not work outside of MCP due to what appears to be a bug in MCP (I didn't even download MCP for 1.8 until I saw it listed on their downloads page as Optifine's creator had mentioned there were problems with it that they had to fix themselves; I assumed (wrongly) that MCP had fixed any issues; the bug in question also appears to affect more than just the classes I modified if crash reports like this one are any indication).
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?