That's because you do not use Forge to install these mods; Forge won't even recognize them as such, you have to install them directly into the jar using these instructions (substitute the appropriate version) and in that case Forge is not guaranteed to work properly (the only mod I've ever verified that any of my mods work with is Optifine, which itself is a special case of a jar mod that can be loaded by Forge, and each other, assuming they don't modify the same classes; e.g. old caves and double old caves together won't give you triple cave generation). Also, what is the other mod? It certainly isn't working either if you tried installing it the same way.
I should update the OP to make it more clear that these are not Forge mods (the installation instructions are at the bottom; the link is a bit broken since the Wiki changed it but it still takes you to the mod installation page, which does not talk about Forge mods).
my apologies i had downloaded these late at night and just skimmed the page assuming its like a few other zip files i had. the other mod i had put in was no derp strongholds (havent actually started playing just testing a few things making sure things are going smoothly)
so they do not work together with forge? that is upsetting if that is true. (im trying to wake up atm so i might not be understanding properly, again my apologies)
I am completely lost as to how I should install TheMasterCaver's World Underground light version.
Feel free to get angry at me, I just don't understand half of all of the text...
I tried the installation for the 1.6+ launcher multiple times, I did it wrong... There isn't another way?
I am completely lost as to how I should install TheMasterCaver's World Underground light version.
Feel free to get angry at me, I just don't understand half of all of the text...
I tried the installation for the 1.6+ launcher multiple times, I did it wrong... There isn't another way?
Based on earlier posts, are you still trying to install it with Forge (as that is why I made a "light" version, removing changes that were likely to cause issues with Forge)? Either it isn't Forge compatible or you are using one of the latest versions of Forge, which no longer uses the jar file when installed, making it impossible to run it with Forge, unless there is a way to modify the Forge libraries.
See this thread; even before this change Forge only actually injected itself into the game when it ran and the jar file and separate versions folder was simply used because of a launcher limitation; the only way to install a mod into the jar file and run it with Forge is to use an older version of Forge (prior to Forge 1.7.10 1388). It might still be possible to inject it as a library, such as this method (which is also obsolete when followed as-is, plus Optifine has been loadable by Forge for a while now), except adding it to the Forge library, but I can't test that.
The only alternative is to get Zeno410 to update their "Cave Control" mod, which I believe is only for 1.7.2; while not letting you get a larger variety of cave sizes it lets you customize how common/large cave systems are (the default setting is the same as my "old caves" mod).
It is exactly the varying cave sizes I am after, so I have to get your mod working :)But thanks for the suggestion.
I am using forge 1490, but I imagine using version 1387 wouldn't be much different? I guess it could make some other mod not work?
So if I use an appropriate forge version and I install like this, is that it?: Installation for the 1.6+ launcher
Open the 1.6+ launcher and make sure the version of Minecraft the mod requires is already installed.
Click "Edit Profile" in the launcher, then open the game directory.
Go into the subfolder "versions".
Rename the folder for the version you require to something else. In this example, rename "1.8.3" to "1.8.3_Modded".
Open the 1.8.3_Modded folder.
Rename "1.8.3.jar" to "1.8.3_Modded.jar".
Rename "1.8.3.json" to "1.8.3_Modded.json".
Open "1.8.3_Modded.json" with a text editor and replace "id":"1.8.3" with "id":"1.8.3_Modded", save the file and close it.
Open the jar file so you can see all the files in it. You can do this by changing the .jar to .zip and unzipping it. You only need the new jar folder and the json so delete everything else on that directory. No need for WinRAR or 7-Zip. Copy-paste the files into the "1.8.3_Modded" new jar folder.
Delete META-INF (If needed) . (Be sure to double check as to though whether or not the META-INF file needs to be deleted. Some mods may not run without it. If it doesn't and you save, you can always go back and delete it.)
That's pretty much everything you need to do - except that with Forge you do not need to rename the folder and files inside since they were already renamed (this is to prevent the launcher from automatically redownloading the files, presumably to automatically update them if they don't match the ones on Mojang's servers, though in practice they never update older versions without incrementing the version number, thus in a separate version folder). However, renaming a copy of the folder for the version should still work as long as the correct version is selected in the profile editor.
Also, as mentioned in the OP you also need to edit the JVM arguments to add in "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true" (without quotes) or Forge won't start up.
That's pretty much everything you need to do - except that with Forge you do not need to rename the folder and files inside since they were already renamed (this is to prevent the launcher from automatically redownloading the files, presumably to automatically update them if they don't match the ones on Mojang's servers, though in practice they never update older versions without incrementing the version number, thus in a separate version folder). However, renaming a copy of the folder for the version should still work as long as the correct version is selected in the profile editor.
Also, as mentioned in the OP you also need to edit the JVM arguments to add in "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true" (without quotes) or Forge won't start up.
I really love the big, lava-filled caves in your "World Underground" mod, but I also like the decreased, non-anthill like cave density in 1.7+. Could I request a mod with big caves, but low cave density for 1.9 when that update comes out?
I really love the big, lava-filled caves in your "World Underground" mod, but I also like the decreased, non-anthill like cave density in 1.7+. Could I request a mod with big caves, but low cave density for 1.9 when that update comes out?
I don't have much incentive in keeping these updated anymore; at one time I thought that I would update to newer versions and use them but I've never used any of them myself, much less actually played on any version after 1.6.4. TMCW Underground hasn't been updated to reflect updates and changes to the mod of the same name (the name of the mod itself is "TheMasterCaver's World", not just "World"); for example, you can find even larger caves and ravines and more variation in mineshafts.
Also, I just came across this absurd Reddit post that made me lose what little faith I still had left in the developers (I was looking for suggestions on Reddit to customize cave generation, a sorely needed feature in a game where mining plays a big role; it was even originally called "Cave Game" and had even more caves than up to release 1.6.4 back in InfDev/Alpha (more like "Double Old Caves") - yes, they have actually nerfed them more than once, not that I'd really care for that many):
I had asked MogMiner back when the customized options came out if we could get some settings to tweak the cave generation and he said it wasn't possible currently.
Maybe that's why he was fired... if somebody who isn't a professional programmer (me) can edit the size of caves without using any modding tool (just editing the raw bytecode, I've even done this with snapshots before and that is how I found out just what was changed in 1.7; see my very first post on the forums) surely he (or somebody else at Mojang) should be able to make them customizable (after all, they KNEW what to change in 1.7).
Hi MasterCaver!
I think I did it! (It's a big thing for me )
A cave this big and a ravine cutting through the desert can not be vanilla 1.7.10 right?? (are there any other way to tell whether the mod is installed?)
What I did was I installed Forge 1.7.10 1387, and as I use MultiMC I just clicked "Add jar mod" and picked the "TMCW_Underground2_1.7.10.zip" and then put in the JVM arguments.
That was simple, I really like my way of doing it ---of course only if you can confirm that it actually worked...
I've updated the "old caves" mods, making them possibly the first mods released for 1.9.
Also, I've encountered a new complication - apparently, even when you rename the jar (json, etc), the launcher downloads a fresh, unmodded copy (renamed) unless you delete a few lines from the json, under "downloads" near the end of the fil; it is almost like Mojang is actively trying to kill mods now; coincidentally, or not, they have also started to enforce the EULA (servers). I'm not sure when this started (I have not tried modding since 1.8.3) and it luckily it hasn't affected any older versions which were already renamed/modded but just in case I'd make backups of any modded jars and worlds each time a new launcher update is released (you should make backups anyway). This applies not only to 1.9 but any older version, at least back to 1.6.4.
As mentioned before, I do not plan to keep any of the other mods updated, which I had originally made a long time ago with the anticipation that I would play on those versions, but as it turns out I probably won't play on any version after 1.6.4 for various reasons; if anybody else wants to update any I would gladly give them the code, as I did with my "Random Biomes" mod, which was turned into a Forge mod with full biome customization (Zeno410's Climate Control). The cave mods will be updated for as long as I can with at least one update per major version (I did not bother updating past 1.8.3 since later versions mostly only fixed server-side security issues), or until Mojang adds actual customization to the game (which would only take a few minutes, which is how long it took me to decompile the jar and find and edit the code).
Hi MasterCaver!
I think I did it! (It's a big thing for me )
A cave this big and a ravine cutting through the desert can not be vanilla 1.7.10 right?? (are there any other way to tell whether the mod is installed?)
What I did was I installed Forge 1.7.10 1387, and as I use MultiMC I just clicked "Add jar mod" and picked the "TMCW_Underground2_1.7.10.zip" and then put in the JVM arguments.
That was simple, I really like my way of doing it ---of course only if you can confirm that it actually worked...
Thanks
A bit late since I missed the notification but yes, even in 1.8 ravines do not cut through deserts in vanilla (they only changed caves so they can cut through sand, clay and whatever).
is it possible we will see a version of The MasterCavers Underground World 1.7.10 mod that works with the currently up to date version of forge?
i love the look of this mod. ive been searching for something to make caves more interesting for a long time.
The only way that will ever happen is if somebody else wanted to update it to Forge; I've never modded with Forge myself, nor do I have any reason or incentive to try learning how, especially since it involves modifying vanilla base classes, which in Forge requires some pretty sophisticated modding techniques (bytecode manipulation and all that, as suggested by this thread. I have no idea what most of that even means, all I know about bytecode are some basic instructions; to make the "old caves" mods I find the values I'm looking for by comparing it to the MCP source; luckily the bytecode has unobfuscated method calls to Java's Random).
Some of my mods have been turned into Forge mods by other users, notably Zeno410 (Random Biomes and a configurable cave mod), who also extended their functionality (customization); I'd happily provide the source for any of my mods since I originally made them for myself with no profit off of them
In fact, looking through my Dropbox folder I have a zip file I uploaded as an example for somebody who wanted to modify caves themselves:
(this will not work if used as-is since it depends on other modifications; this was from the latest version of TMCW, more up to date that the one used for the 1.7.10 mod, although it wouldn't be that hard to change)
If I wanted to use this on a private server, what do I need to do? Would clients need the mod, too, or could it all be handled server-side since it's only world generation?
Does this also fix dungeon generation (they're far more rare now), or is that a separate issue?
Is it possible to achieve similar results using the "Custom World" option? I'd love to use those settings to be able to generate more caves, but I don't see a clear way to do so.
If I wanted to use this on a private server, what do I need to do? Would clients need the mod, too, or could it all be handled server-side since it's only world generation?
Does this also fix dungeon generation (they're far more rare now), or is that a separate issue?
Is it possible to achieve similar results using the "Custom World" option? I'd love to use those settings to be able to generate more caves, but I don't see a clear way to do so.
If you are referring to the cave mod, it is server-side only; in other words, it is only needed on the client in singleplayer (which runs an internal server). Also, when installing in the server you only need to place the file into the jar, none of the other stuff.
As for Customized the only thing you can do is turn caves on or off (the Wiki suggests that the upper/lower limit scales affect caves but that is incorrect; these only affect hollowed out areas caused by mountains and overhangs, which will be flooded when below sea level); you can make dungeons more common though, with a count of 16 approximating their frequency prior to 1.7 (the Wiki says that dungeons are rarer since then because of less caves*, but in reality it is mostly because they doubled the y-range dungeons generate over, so there are only half as many in a given volume underground). Another change was a reduction in the frequency of mineshafts by a factor of 2.5, which also slightly reduced dungeons since dungeons require air underground to generate).
*In terms of the overall number of caves the difference between 1.6.4 and 1.7 cave generation isn't quite as big as suggested by looking at underground maps; there are only 30% more caves in 1.6.4 with the main difference being how they are distributed (1.6.4 has 2.67x bigger cave systems but they are about half as common with larger areas with little or no caves; the actual difference in air volume underground is less due to less caves overlapping in 1.7). This is also why I've said there should be two settings to control caves, one affecting the size of cave systems and another affecting their frequency (if you e.g. doubled the size and halved the frequency from 1.6.4 levels you'd see even more variation in cave density).
Is there any alternative to "TheMasterCaver's World Underground" which works with Forge?
Reika's CaveControl has almost no configuration options. And everything is still the same size. On ravines you can only change the frequency.
For a game that has mining as a major part of the game it is surprising how few mods (never mind the game itself; Customized only lets you disable them) there are to customize caves and ravines, and beyond basic settings like changing the density and number of cave systems; one mod that I know of that does make caves bigger hasn't been updated since 1.5.2 (Crazy Ravines and Caves, which also has the issue of making everything bigger, not just some caves or ravines (every single ravine goes from bedrock to the height limit).
TerrainControl offers some more settings although they don't really do much more than the basic settings that most other mods have (you can change the length and depth of ravines; however, as with the first mod mentioned this affects all ravines). If this post on Reddit is any indication there really are no other mods that do what mine do.
For a game that has mining as a major part of the game it is surprising how few mods (never mind the game itself; Customized only lets you disable them) there are to customize caves and ravines
I agree 100% with this statement, it is surprising.
Maybe you have a knowledge about underground cave generation that few people even know about technically?
Maybe if you posted the source for "World Underground" onto Github/etc it might help spawn some new mods?
Please consider making your mod for Forge, I really think it fills an important category that isn't covered anywhere. I searched for hours trying to find any mods capable of doing this. There's some people out there who would love it.
my apologies i had downloaded these late at night and just skimmed the page assuming its like a few other zip files i had. the other mod i had put in was no derp strongholds (havent actually started playing just testing a few things making sure things are going smoothly)
so they do not work together with forge? that is upsetting if that is true. (im trying to wake up atm so i might not be understanding properly, again my apologies)
I am completely lost as to how I should install TheMasterCaver's World Underground light version.
Feel free to get angry at me, I just don't understand half of all of the text...
I tried the installation for the 1.6+ launcher multiple times, I did it wrong... There isn't another way?
Based on earlier posts, are you still trying to install it with Forge (as that is why I made a "light" version, removing changes that were likely to cause issues with Forge)? Either it isn't Forge compatible or you are using one of the latest versions of Forge, which no longer uses the jar file when installed, making it impossible to run it with Forge, unless there is a way to modify the Forge libraries.
See this thread; even before this change Forge only actually injected itself into the game when it ran and the jar file and separate versions folder was simply used because of a launcher limitation; the only way to install a mod into the jar file and run it with Forge is to use an older version of Forge (prior to Forge 1.7.10 1388). It might still be possible to inject it as a library, such as this method (which is also obsolete when followed as-is, plus Optifine has been loadable by Forge for a while now), except adding it to the Forge library, but I can't test that.
The only alternative is to get Zeno410 to update their "Cave Control" mod, which I believe is only for 1.7.2; while not letting you get a larger variety of cave sizes it lets you customize how common/large cave systems are (the default setting is the same as my "old caves" mod).
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?
It is exactly the varying cave sizes I am after, so I have to get your mod working :)But thanks for the suggestion.
I am using forge 1490, but I imagine using version 1387 wouldn't be much different? I guess it could make some other mod not work?
So if I use an appropriate forge version and I install like this, is that it?:
Installation for the 1.6+ launcher
That's pretty much everything you need to do - except that with Forge you do not need to rename the folder and files inside since they were already renamed (this is to prevent the launcher from automatically redownloading the files, presumably to automatically update them if they don't match the ones on Mojang's servers, though in practice they never update older versions without incrementing the version number, thus in a separate version folder). However, renaming a copy of the folder for the version should still work as long as the correct version is selected in the profile editor.
Also, as mentioned in the OP you also need to edit the JVM arguments to add in "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true" (without quotes) or Forge won't start up.
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?
Okay thanks I CAN DO THIS !
Hello, may I have permission to use some of your mods in my modpack? Specifically, Underground World and NoDerpStrongholds.
I really love the big, lava-filled caves in your "World Underground" mod, but I also like the decreased, non-anthill like cave density in 1.7+. Could I request a mod with big caves, but low cave density for 1.9 when that update comes out?
https://soundcloud.com/slimy-4
I don't have much incentive in keeping these updated anymore; at one time I thought that I would update to newer versions and use them but I've never used any of them myself, much less actually played on any version after 1.6.4. TMCW Underground hasn't been updated to reflect updates and changes to the mod of the same name (the name of the mod itself is "TheMasterCaver's World", not just "World"); for example, you can find even larger caves and ravines and more variation in mineshafts.
Also, I just came across this absurd Reddit post that made me lose what little faith I still had left in the developers (I was looking for suggestions on Reddit to customize cave generation, a sorely needed feature in a game where mining plays a big role; it was even originally called "Cave Game" and had even more caves than up to release 1.6.4 back in InfDev/Alpha (more like "Double Old Caves") - yes, they have actually nerfed them more than once, not that I'd really care for that many):
Maybe that's why he was fired... if somebody who isn't a professional programmer (me) can edit the size of caves without using any modding tool (just editing the raw bytecode, I've even done this with snapshots before and that is how I found out just what was changed in 1.7; see my very first post on the forums) surely he (or somebody else at Mojang) should be able to make them customizable (after all, they KNEW what to change in 1.7).
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 think I did it! (It's a big thing for me )
What I did was I installed Forge 1.7.10 1387, and as I use MultiMC I just clicked "Add jar mod" and picked the "TMCW_Underground2_1.7.10.zip" and then put in the JVM arguments.
That was simple, I really like my way of doing it ---of course only if you can confirm that it actually worked...
Thanks
Also, I've encountered a new complication - apparently, even when you rename the jar (json, etc), the launcher downloads a fresh, unmodded copy (renamed) unless you delete a few lines from the json, under "downloads" near the end of the fil; it is almost like Mojang is actively trying to kill mods now; coincidentally, or not, they have also started to enforce the EULA (servers). I'm not sure when this started (I have not tried modding since 1.8.3) and it luckily it hasn't affected any older versions which were already renamed/modded but just in case I'd make backups of any modded jars and worlds each time a new launcher update is released (you should make backups anyway). This applies not only to 1.9 but any older version, at least back to 1.6.4.
As mentioned before, I do not plan to keep any of the other mods updated, which I had originally made a long time ago with the anticipation that I would play on those versions, but as it turns out I probably won't play on any version after 1.6.4 for various reasons; if anybody else wants to update any I would gladly give them the code, as I did with my "Random Biomes" mod, which was turned into a Forge mod with full biome customization (Zeno410's Climate Control). The cave mods will be updated for as long as I can with at least one update per major version (I did not bother updating past 1.8.3 since later versions mostly only fixed server-side security issues), or until Mojang adds actual customization to the game (which would only take a few minutes, which is how long it took me to decompile the jar and find and edit the code).
A bit late since I missed the notification but yes, even in 1.8 ravines do not cut through deserts in vanilla (they only changed caves so they can cut through sand, clay and whatever).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Thanks for saying how to fix the launcher downloading the vanilla 1.9! I tried a few things but couldn't fix it without your help.
Woohoo great success!
Only downside is I have to use Forge version 1387 or earlier.
But thanks for an amazing mod. I really like it.
is it possible we will see a version of The MasterCavers Underground World 1.7.10 mod that works with the currently up to date version of forge?
i love the look of this mod. ive been searching for something to make caves more interesting for a long time.
The only way that will ever happen is if somebody else wanted to update it to Forge; I've never modded with Forge myself, nor do I have any reason or incentive to try learning how, especially since it involves modifying vanilla base classes, which in Forge requires some pretty sophisticated modding techniques (bytecode manipulation and all that, as suggested by this thread. I have no idea what most of that even means, all I know about bytecode are some basic instructions; to make the "old caves" mods I find the values I'm looking for by comparing it to the MCP source; luckily the bytecode has unobfuscated method calls to Java's Random).
Some of my mods have been turned into Forge mods by other users, notably Zeno410 (Random Biomes and a configurable cave mod), who also extended their functionality (customization); I'd happily provide the source for any of my mods since I originally made them for myself with no profit off of them
In fact, looking through my Dropbox folder I have a zip file I uploaded as an example for somebody who wanted to modify caves themselves:
https://www.dropbox.com/s/1vzesy87z1zhvf9/TMCW-Caves.zip?dl=0
(this will not work if used as-is since it depends on other modifications; this was from the latest version of TMCW, more up to date that the one used for the 1.7.10 mod, although it wouldn't be that hard to change)
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?
If I wanted to use this on a private server, what do I need to do? Would clients need the mod, too, or could it all be handled server-side since it's only world generation?
Does this also fix dungeon generation (they're far more rare now), or is that a separate issue?
Is it possible to achieve similar results using the "Custom World" option? I'd love to use those settings to be able to generate more caves, but I don't see a clear way to do so.
If you are referring to the cave mod, it is server-side only; in other words, it is only needed on the client in singleplayer (which runs an internal server). Also, when installing in the server you only need to place the file into the jar, none of the other stuff.
As for Customized the only thing you can do is turn caves on or off (the Wiki suggests that the upper/lower limit scales affect caves but that is incorrect; these only affect hollowed out areas caused by mountains and overhangs, which will be flooded when below sea level); you can make dungeons more common though, with a count of 16 approximating their frequency prior to 1.7 (the Wiki says that dungeons are rarer since then because of less caves*, but in reality it is mostly because they doubled the y-range dungeons generate over, so there are only half as many in a given volume underground). Another change was a reduction in the frequency of mineshafts by a factor of 2.5, which also slightly reduced dungeons since dungeons require air underground to generate).
*In terms of the overall number of caves the difference between 1.6.4 and 1.7 cave generation isn't quite as big as suggested by looking at underground maps; there are only 30% more caves in 1.6.4 with the main difference being how they are distributed (1.6.4 has 2.67x bigger cave systems but they are about half as common with larger areas with little or no caves; the actual difference in air volume underground is less due to less caves overlapping in 1.7). This is also why I've said there should be two settings to control caves, one affecting the size of cave systems and another affecting their frequency (if you e.g. doubled the size and halved the frequency from 1.6.4 levels you'd see even more variation in cave density).
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?
Is there any alternative to "TheMasterCaver's World Underground" which works with Forge?
Reika's CaveControl has almost no configuration options. And everything is still the same size. On ravines you can only change the frequency.
For a game that has mining as a major part of the game it is surprising how few mods (never mind the game itself; Customized only lets you disable them) there are to customize caves and ravines, and beyond basic settings like changing the density and number of cave systems; one mod that I know of that does make caves bigger hasn't been updated since 1.5.2 (Crazy Ravines and Caves, which also has the issue of making everything bigger, not just some caves or ravines (every single ravine goes from bedrock to the height limit).
TerrainControl offers some more settings although they don't really do much more than the basic settings that most other mods have (you can change the length and depth of ravines; however, as with the first mod mentioned this affects all ravines). If this post on Reddit is any indication there really are no other mods that do what mine do.
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 agree 100% with this statement, it is surprising.
Maybe you have a knowledge about underground cave generation that few people even know about technically?
Maybe if you posted the source for "World Underground" onto Github/etc it might help spawn some new mods?
Please consider making your mod for Forge, I really think it fills an important category that isn't covered anywhere. I searched for hours trying to find any mods capable of doing this. There's some people out there who would love it.