I've always found your posts interesting and very informative.
I think you're the only poster I follow, not that I bother to check my notifications very often, I check the forums often enough that I figure I don't miss much anyway.
As of today I've been playing this world for more than 10,000 in-game days - a length of time which I've only seen matched by one other (singleplayer) world; Mr_N_Derman has a world which has more than 12,000 days on it. For comparison, my second-longest played world (TMCWv4) only had 1,646 days, or about 1/6 the time:
(you may not have noticed it but I recently modified the rendering of the durability bar to be like 1.11+, which is a feature that I've also added to the next version of TMCW. I did not actually use any code from 1.11; I just made it so that it starts out at 100% green and 0% red, with red rising to 100% at 50% durability, then green falling to 0% at 0% durability)
In terms of real time I've spent 137.24 days playing this world, compared to 22.46 days for my second-longest played world:
While I don't have the stats for all of my worlds I also spent 14.72 days playing the first version of TMCW, 5.62 days on the second version, and 15.83 days on the third version; all five worlds mentioned here total 195.87 days and I've had several other worlds plus a modded copy of this world (a total of 8 "main" worlds plus 5 other worlds, including a custom map).
I did read through most of this thread, however I couldn't find where it said what version this was first made in. I'm just curious, it's quite a nice world actually. My first world was just a bunch of wool houses xD
I did read through most of this thread, however I couldn't find where it said what version this was first made in. I'm just curious, it's quite a nice world actually. My first world was just a bunch of wool houses xD
It was created in 1.5.1, which is mentioned at the beginning of the first post, which also includes a comparison of the spawn area to a recreated world in 1.6.4 so you can see the differences, which aren't that much (the only changes to world generation in 1.6 were the removal of water lakes from deserts, changes to chest loot, and the addition of horses, which affects passive mob spawns in plains).
Also, I previously mentioned that I no longer had many of my older worlds - I looked through some old backup files and found every major world that I've had, as well as a backup of this world from after the first time I played on it (last played on 9/1/2013), as well as the statistics for each world:
World1v2 = 8.57 days
World1v3 = 7.27 days
TripleHeightTerrain = 8.25 days
TheMasterCaversWorld = 14.72 days
TMCWv2 = 5.62 days
TMCWv3 = 15.83 days
TMCWv4 = 22.46 days
World1 = 137.77 days
Total = 220.49 days (for comparison, I spent 52.82 days playing last year and 5.04 days so far this year)
Also, here are more things that I found recently:
A double dungeon, with a skeleton and zombie spawner:
Another dungeon with a cave spider spawner next to it; I also found a double cave spider spawner although I destroyed the first spawner before I saw the second one about 5 blocks away (I don't save any spawners, I mined all of these):
Three ravines all intersecting in the middle; there was also a fourth ravine intersecting the end of one of the ravines:
There was also a rather large cave at the end of one of the ravines; the entire area was within a complex of 5 mineshafts:
It was created in 1.5.1, which is mentioned at the beginning of the first post, which also includes a comparison of the spawn area to a recreated world in 1.6.4 so you can see the differences, which aren't that much (the only changes to world generation in 1.6 were the removal of water lakes from deserts, changes to chest loot, and the addition of horses, which affects passive mob spawns in plains).
Also, I previously mentioned that I no longer had many of my older worlds - I looked through some old backup files and found every major world that I've had, as well as a backup of this world from after the first time I played on it (last played on 9/1/2013), as well as the statistics for each world:
World1v2 = 8.57 days
World1v3 = 7.27 days
TripleHeightTerrain = 8.25 days
TheMasterCaversWorld = 14.72 days
TMCWv2 = 5.62 days
TMCWv3 = 15.83 days
TMCWv4 = 22.46 days
World1 = 137.77 days
Total = 220.49 days (for comparison, I spent 52.82 days playing last year and 5.04 days so far this year)
Also, here are more things that I found recently:
A double dungeon, with a skeleton and zombie spawner:
Another dungeon with a cave spider spawner next to it; I also found a double cave spider spawner although I destroyed the first spawner before I saw the second one about 5 blocks away (I don't save any spawners, I mined all of these):
Three ravines all intersecting in the middle; there was also a fourth ravine intersecting the end of one of the ravines:
There was also a rather large cave at the end of one of the ravines; the entire area was within a complex of 5 mineshafts:
It was created in 1.5.1, which is mentioned at the beginning of the first post, which also includes a comparison of the spawn area to a recreated world in 1.6.4 so you can see the differences, which aren't that much (the only changes to world generation in 1.6 were the removal of water lakes from deserts, changes to chest loot, and the addition of horses, which affects passive mob spawns in plains).
Also, I previously mentioned that I no longer had many of my older worlds - I looked through some old backup files and found every major world that I've had, as well as a backup of this world from after the first time I played on it (last played on 9/1/2013), as well as the statistics for each world:
World1v2 = 8.57 days
World1v3 = 7.27 days
TripleHeightTerrain = 8.25 days
TheMasterCaversWorld = 14.72 days
TMCWv2 = 5.62 days
TMCWv3 = 15.83 days
TMCWv4 = 22.46 days
World1 = 137.77 days
Total = 220.49 days (for comparison, I spent 52.82 days playing last year and 5.04 days so far this year)
Also, here are more things that I found recently:
A double dungeon, with a skeleton and zombie spawner:
Another dungeon with a cave spider spawner next to it; I also found a double cave spider spawner although I destroyed the first spawner before I saw the second one about 5 blocks away (I don't save any spawners, I mined all of these):
Three ravines all intersecting in the middle; there was also a fourth ravine intersecting the end of one of the ravines:
There was also a rather large cave at the end of one of the ravines; the entire area was within a complex of 5 mineshafts:
I found one of the largest single caves that I can recall finding in vanilla; it was part of the last cave system I explored within the map to the east, which is now completely filled in and I've started exploring the map to the north of that (which still appears to be mostly ocean so it probably won't take long to complete):
Also, based on what I counted several days ago and collected since I've now collected more than 3 million resources, averaging around 3,100 per play session; this includes all resources in my storage room at my main base and rails used in my railways (non-consumable), and this total is even higher when including resources that I consumed, around a quarter million coal just for torches and smelting iron and gold ore, plus I had close to a double chest of resources at a secondary base which I had not brought back yet and were not counted.
I've finished exploring the map to the northeast, which as I suspected is mostly ocean, or any other land is further away than my exploration distance from land; I did explore up to 1000 blocks from the mainland thanks to various islands to the north:
There are only two more maps left before I've explored all land within 3x3 maps centered around the origin, which would take up to a year of daily playing to finish if they are all land; I do not have any plans as what to do after this or after I completely explore the continent, which extends at least some distance further south and east in addition to the two maps (exploring more than 3x3 maps would require a larger space for my map wall, which has no more room in its current location). I might also decide to explore further under the ocean and fill in the entire 3x3 map area, which would add the equivalent of at least another full map to explore (the NE map is a bit much for exploring without any nearby bases unless I build one in the middle of the ocean but it is easier to travel by boat than walk over land; similarly, the west map only has two bases as Ice Plains is easy to cross by foot).
Also, this is a good time as any to take a break from this world and finish updating TMCW to version 5, after which I'll start a new modded world; already, TMCWv5 is on track to be the largest update to the mod since I created it; of note, the first world I started using what would become called TMCW was started exactly 4 years ago to this day (the name of the mod was likely inspired by comment #12). I may still spend some time on this world until then but not play as regularly.
Here is a look at how the world grew over each period of time I've spent on it, and a comparison to the other main worlds that I've had; there is simply no comparison between this world and any other world that I've had, or will ever make given how large it is (which is still small by many standards, especially if you want to find woodland mansions, which can easily be twice the width of this world away from spawn. All my other worlds have been explored to no more than 1,500 blocks from the origin, which is not even as far as the closest three strongholds often are in 1.9+):
The Meaning of Life, the Universe, and Everything.
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Wakefield, West Yorkshire, UK.
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1/10/2015
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T1Cybernetic
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It amazes me how much time and effort has gone into your world
And although I never really thought too much about of the resource accumulation from all your game play so when I saw your emerald chest I nearly fell of my chair!
So I downloaded your map, and maybe I'm just stupid or railblind (probably, noone else asked after all), but I seem unable to find the entrance to your rail system. I reasoned it would be somewhere in your storage area as they have the same height, but I couldn't find it. Where is it? Just how obvious a clue have I missed?
No let me go use your mod and see how awesome and me-killing caves are (I'm in combat and superscared of the dark in MC)
There are three entrances, in the northwest and southwest corners and in the middle of the eastern side; you can easily spot them from the outside since there are cobblestone structures extending from the wall around my main base, the one to the east is also not buried (originally, they were all at sea level but I moved most of them down (back then I only had around 2 km of railways, 1/8 of the current amount) except for a stretch to the east, which is still underground due to higher terrain):
Also, here is where each one goes, including a map:
1. (-140, 290) - Main base
Along railway to east:
2. (150, 315) - first secondary base, this and 3-4 still contain chicken farms that I used to get food from
3. (450, -500) - this one has a cactus wall around it
13. (1560, 280) - base shown above
14. (2315, 705) - built inside a village
15. (2560, -250) - easternmost base
Along railway to north (from northwest corner of main base):
4. (-285, -375) - first base using jungle trees instead of oak trees for wood
5. (-590, -840)
6. (-595, -1315) - just behind this base is an impressively deep vertical cave
7. (-310, -2140) - northernmost base
Along railway to west (from southwest corner of main base):
9. (-875, 330)
16: (-1710, -320) - the most complex secondary base by far; unlike the others it is also built of quartz, and also has 4 zombies and skeletons wearing pumpkins and jack-o-lanterns that I caught on Halloween 2016
17: (-2315, 325) - westernmost base
Along railway to south (split off from western railway):
8. (-85, 880)
10. (720, 1560) - built inside a village; there are pink sheep in the forest to the west
11. (-500, 2040)
12. (515, 2550) - only base built on water
18: (-1530, 2580) - southernmost and furthest away base, inside a village
There are also several intersections with a staircase to the surface with a small shelter (just a doorway) instead of a secondary base, such as the southernmost intersection seen on the map below, as well as one or two unconnected "bases" scattered around; one is in the taiga near base #3.
(the maps in the first post have not been updated, I also explored a bit more since I made this map, but have not added any new railways or bases)
The locations of most of my bases show up, with my main base having the highest inhabited time values (I scaled it so that 0 is blue, 1200000 is green, 2400000 is red, 3600000 (maximum regional difficulty) is yellow, and 4800000 is white), as does a large area of low inhabited time around and north of my main base which corresponds to what I explored prior to 1.6, before chunks had an inhabited time tag. You can even see where I traveled by rail between bases as parallel lines where inhabited time abruptly changes due to consistently loading the same chunks. It also appears that there are more caves to the south and east as inhabited time is considerably higher in those areas.
Note that outside of my bases there are very few areas that are shaded red, indicating that I never loaded those chunks for more than 16.7 hours so regional difficulty has never gotten higher than about 50% of the maximum while caving (0.75 * 1/3 for inhabited time on Normal difficulty + 0.25 for the moon phase) - though I did modify the game so it effectively starts at 50% of the maximum (I add 1800000 in the calculation so this does not affect the saved time), which still means that it only reaches around 75% of the maximum while I'm actually in them since by the time a chunk has reached its highest inhabited time I've explored away from the area (half the time a chunk is loaded is before I reach it, the other half is as it moves out of chunk load distance; (1800000 + 1200000 / 2) / 3600000 * 0.75 + 0.25 = 0.75).
ETA: the higher inhabited time to the south and west is likely mainly due to the fact that I reduced the view distance from 10 to 8 (vanilla 1.6.4 always loads 10 chunks) to match the render distance, as well as map update radius, resulting in less chunks being loaded (I also reduced the mob despawn radius from 128 to 96 blocks, avoiding issues with mob spawning; I originally did this in TMCW to increase the density of mobs without increasing the mob cap, though I did lower it in this world).
Recently I decided to play on this world again after more than two years, in part to fully test what may as well be called "TheMasterCaver's Optimization/Bugfix update", a massive mod that I have been working for for the past year, including exclusively for the past two months (I stopped playing on a modded world in early February and until now all my "Minecraft time" was spent on mod development). This will eventually be merged with TheMasterCaver's World and released as a single massive mod (for comparison, there are 234 source files, compared to 179 in TMCWv4 and 411 in TMCWv5, the latter of which already had some of the the changes/fixes).
Among other things, I decided to fix some vanilla bugs even if it meant that there would be some changes to world generation as there was no real reason not to; I fixed the bug that caused mineshafts to create "bubbles" in oceans and underground, which only removes those with no overall changes to structure generation (or rather, the fix places the cavities where they were supposed to go, at the entrances to the center room so they are clear when placed higher up, as the ceiling curves in and corridors do not extend into the room itself). I also fixed the sheep wool color bug which makes pink sheep ridiculously rare but at the same time they are everywhere when you do find them (this is due to bad code design where the village/temples generators for some odd reason use the "world" RNG instead of their own RNG and set it to a consistent state across 32x32 chunk regions, while at the same time sheep use the "world" RNG to determine their wool color, again, instead of their own RNG as other entities do). Trees also do not undergo leaf decay as much as they do in vanilla, where practically every big oak suffers from decay; unlike TMCW, I did not add extra logs but I disabled the code that notifies neighboring leaves whenever a leaf or log block is broken during world generation. Also, my fix for the black lighting glitches that were prevalent prior to 1.7 modifies the save format by adding a "LightUpdated" tag to the chunk data, though this will simply be ignored by vanilla (I did not name it "LightPopulated" because 1.13 will delete chunks where this is set to false; of course, not that I ever plan to update to 1.13+ but I want to maintain compatibility with vanilla for this world).
That said, the first thing I did was build a new secondary base at -1536, -1536, within the unmapped area to the northwest, where I made a new map centered at -2048, -2048 (all I had to do was make a map somewhere within the area covered due to previous changes to map centering, where level 4 maps are centered at multiples of 2048 starting from 0,0. The system that vanilla used before 1.8 meant that you had to be within 64 blocks of the desired center; all the maps I currently have were made after I changed this, scrapping all the older maps). The railway I made extends from a base near -590, -1325, or about 1157 blocks in length. The base itself is relatively simple, as most of my secondary bases are, containing a single room with chests, bed, etc, then an outdoor space for a jungle tree for torch wood, an 8x8 potato farm for food, and an 8x24 wheat farm for trading for diamond gear, and is in a forest to the west of a jungle and taiga (I had no idea what would be there before I dug a tunnel, usually I just set up wherever it happens to be, even building a base in the middle of a lake or flattening a mountain):
Of course, I've already started caving, starting from a point near -1079, -1265, where I marked a return point after I found a mineshaft leading from previously explored caves. Here is an underground rendering which shows the railway and what I explored today, outlined near the bottom center (the vertical line of dots near the right is the spiral staircase I dug to the surface, where I made a pillar to mark it) while my latest base and the one I made the railway from are also outlined, near the lower-left and upper-right:
I'm not sure how long I'll be playing on this world but if the past is any indication it will be a while, maybe even filling in the entire level 4 map covering the area I'm currently exploring, which will take 5-6 months of daily playing depending on how much of it is land (if I had to guess, at least 2/3 of it is land based on the maps to the south and east).
While I was at my main base I saw a zombie in full diamond armor trying to get in; I killed it with a Looting sword and it dropped its boots, the fourth time I've gotten diamond armor as a drop in this world, with the others being two chestplates and leggings (this was the first time I've seen a diamond armored mob at my base, where I have a sword with Looting, which I otherwise do not carry around):
I recently saw an even "rarer" mob - a wild wolf, the first time I've seen one in this world since I updated it to 1.6 nearly 7 years ago, as for whatever reason Mojang decided that they should despawn after 2 minutes unless tamed (possibly related to ocelots, but they spawn under the hostile mob cap) change which was reverted in 1.10, and which I fixed/reverted myself in TMCWv2, released before 1.8 came out, and along with some other things, I decided to fix it for this world (another is witches in witch huts despawning - I've never seen one in a witch hut, and still wouldn't have ever seen any if I hadn't added them to natural spawning):
I also got another interesting mob drop recently, an iron axe with Efficiency III, Fortune I, Unbreaking III, which came from a zombie (I gave them the ability to spawn with all tools except hoes in iron (80%) and diamond (20%) as they do in TMCW, which I'd previously added to this world years back):
I also came across an interesting looking formation in a forest:
Also, I've reached my latest base while caving, covering a distance of about 500 blocks in about 2 weeks, which has included numerous mineshafts, including a large complex of what has to be at least 4-5 overlapping/in close proximity just to the southeast of my base:
Here is a full-size rendering of what I've explored so far, compared to the entire world, as well as my map wall:
I reached a major milestone today - 1,000 play sessions, with a total playtime of 145.46 real-time days and 10,608 in-game days:
To put this into perspective, these are all of my "main" worlds excluding a couple very early worlds (a Survival island themed world and a custom map) and several minor worlds (e.g. one I made just to explore a huge cave system I found with my own search tool); even after spending a couple years playing other worlds this world is still over half my total playtime, quite impressive considering that it is more or less vanilla, especially with regards to world generation (the only real modification I've made is to prevent mineshafts from generating near dense cave systems, which removes about 1/4 of mineshafts):
World1 145.46 days 3491.04 hours 1000 sessions (3.49 hours/session)
TMCWv1 (replayed) 42.56 days 1021.44 hours 284 sessions (3.59 hours/session)
TMCWv4 22.46 days 539.04 hours 140 sessions (3.85 hours/session)
TMCWv3 15.83 days 379.92 hours 104 sessions (3.65 hours/session)
InfiniteCaves (recreation) 15.62 days 374.96 hours 122 sessions (3.07 hours/session)
World1v2 8.57 days 205.68 hours 73 sessions (2.82 hours/session)
TripleHeightTerrain 8.25 days 198.00 hours 53 sessions (3.74 hours/session)
World1v3 7.27 days 174.48 hours 59 sessions (3.08 hours/session)
TMCWv2 5.62 days 134.88 hours 52 sessions (2.59 hours/session)
Total 271.64 days 6519.36 hours 1887 sessions (3.45 hours/session)
Also, I found my 10th jungle temple today, which means I now have 30 of one of the rarest obtainable blocks (or hardest to obtain in quantity), as chiseled stone bricks were not craftable until 1.8 (along with mossy and cracked, with a few thousand of each in an average stronghold. Moss stone is also not craftable but I've collected more of it than gold; I only take it from dungeons, not jungle temples):
I also recently found a rather large cave, one of the largest that I can recall finding in vanilla:
Also, I've recently been collecting rails at a rate significantly higher than the long-term average due to the number of mineshafts in the area I've been exploring, with more than 170,000 rails collected so far (4,377 since I started playing on this world again, which is nearly 4 times the number I recently used in a rail extension to my newest base, with several times the area left to explore before I'll consider moving on to a new base. For comparison, I've also mined 27,091 coal, a ratio of 6.19 coal per rail, compared to a long-term average of 9.63 before. This ratio can be expected to decrease since mineshafts are less common within 1280 blocks from the origin, with the chance linearly decreasing down to 0% at the origin, and I've explored pretty much that entire area):
Another notable thing is that the next time I return to my main base to put away resources I'll have filled up 48 double chests with coal blocks - nearly 1.5 million coal - at which point I'll have to make a 4th corridor for it (each one has 16 double chests; I've also considered simply stacking a second set of chests as they are 3 blocks high, as I did in other worlds where it would be difficult to expand the storage area since it was in my base itself, as opposed to underground).
Also, I thought I'd mention an interesting "bugfix" I made; once my distance walked stat exceeds 21,474.83 km (I'm currently 83.5% of the way there) it will overflow and become negative because it is stored as a 32 bit signed integer (maximum value of 2,147,483,647, with distance stored as centimeters); however, I changed the code that converts it to a displayed value by converting it to a 64 bit long so even though the stored value is still negative it will be able to display a value twice as high before it resets to 0 (42,949.67 km, or about 2.4 times the distance I've walked so far. At this point I'd have to modify the stat-tracking code to store it as a long. Because of this, the code below is not considered to be a real fix, just a temporary measure, but it will be good for years even if I play on this world every day):
public String format(int cm)
{
double m = (double)((long)cm & 4294967295L) / 100.0D;
if (m >= 1000.0D) return StatBase.getDecimalFormat().format(m / 1000.0D) + " km";
if (m >= 1.0D) return StatBase.getDecimalFormat().format(m) + " m";
return cm + " cm";
}
I found something quite rare - 5 intersecting ravines, which is the most that I've found in vanilla and the 6th time I've found this many intersecting in this world:
The first intersection:
The second intersection, with the ravine on the left being the same one as the one on the right above:
The third intersection; the ravine on the left is again the one on the right above:
The fourth intersection, with the first intersection visible at the bottom-center:
A look down a couple of the ravines, which were intersected by several mineshafts:
Here are a couple Unmined renderings at different levels, and all of the other cases where I've found 5 intersecting ravines, including coordinates:
A triple intersection is near -1671, -1617:
-1225, 895
-1440, 1780
-1790, 2085
-768, -420
2100, 505; there are nearly 7 intersecting ravines here, which would have tied for the most I've ever found (in TMCWv4):
I made an interesting discovery while using a self-written utility to find clusters of intersecting ravines in areas I'd explored before - there could have been 7 intersecting ravines around 305, -880 if 3 of them hadn't been cut off by an ocean (only small portions of them generated):
Large Biomes also causes one of the ravines to be disrupted by a swamp, with 5 full intersecting ravines (only a small part of a 5th ravine is present in Default, which I wouldn't really count); however, the seed "-556121437483305083", which has the same underground generation due to having the same lower 48 bits, does have all 7 ravines intact:
A look down from 305, -880 (I used 40 for y, the ceiling is higher than this):
Looking up from the ravine below the intersection (visible above as lava in the center):
Another ravine intersecting the end of the ravine going to the upper-left in the first screenshot:
This ravine intersects the ravine going to the upper-right in the first screenshot; it may appear to instead intersect a cave that links the ravines together but they do directly intersect, just barely:
This ravine then intersects another ravine exposed to the surface:
Which then intersects yet another ravine deeper down near the other end:
Notably, there is an 8th ravine that comes very close to intersecting, which would be the most intersecting ravines that I know of - the seed "Digital" in 1.6.4 is said to have 8 ravines but there are actually only 7:
I marked each ravine with a different color; I could only find 7 (in the video they said that two were very small; anything less than 85 blocks long is not a full ravine since that is their minimum length):
This shows how close the ravines I found came to being an octuple ravine system:
Also, here is a map of ravines within 1280 blocks of the origin, an area which I've fully, or nearly so, explored; there are 3 complexes of 5 or more intersecting ravines, including two others that I mentioned before (left and lower left, with the septuple ravines near the upper-right). I also include a ravine-only map of the quintuple ravines I recently found (they are shaded green since the utility I used uses that to show interconnections):
If you count modded worlds I actually did find 7 intersecting ravines in TMCWv4 (also the seed, coordinates are -376, 1336):
Also, if you use the seed for this world (-123775873255737467) in TMCWv4 you can find 9 intersecting ravines at -50, -1070:
Unlike the other maps, I used TMCWv4's CaveFInder utility to make these, which shows lava (the others treat it as ground) and has better contrast than Unmined when showing all features (an actual world also has lakes and springs which clutter things up):
These are the stats for the largest two ravines (only ravines or caves with a volume of more than 50,000 are listed):
Locations of largest ravines by volume:
1: -88 28 -968 (length: 336, width: 23, depth: 51, volume: 188670)
2: 40 24 -1096 (length: 260, width: 27, depth: 49, volume: 174400)
This is the northeastern end of the ravine complex and one end of one of the largest two ravines, which also intersects a stronghold:
The second ravine, which leads to a ravine cave system to the north:
The third ravine intersects the western end of the large ravine:
Just before that, the large ravine intersects another large ravine (I increased the FOV to better capture both):
There are three ravines intersecting here, near the left, top center and lower-right:
The other end of one of the three ravines shown above:
I reached another significant milestone; as mentioned before, the next time I returned to my main base to store away the resources I collected I'd have completely filled up my storage area for coal, all 48 double chests, equivalent to nearly 1.5 million coal:
Rather than make a new corridor I just stacked a second row of chests in one of the existing corridors, as my storage area is getting rather large and this will enable me to double the storage capacity without having to expand it any further for a very long time (it will take nearly 3 million coal to fill up 96 double chests); I'll also soon have to do the same for rails, which are all stored individually, not as "rail blocks" so no modded items persist in the world, and take up about as much space as coal, which is then followed by moss stone, then iron.
Also, these are surface and underground renderings of what I've explored so far within the current level 4 map, the underground rendering also shows what I explored the last time I played, which included placing 1154 out of 25177 torches within the area (the upper-right is the output from MCMap):
Here are screenshots from the caves I explored the last time I played, including a rather dense area with large caves and ravines which had sand falling down from the surface to lava level (this is not very common outside of oceans; I also once found a cave system, without a ravine, dense enough that sunlight reached lava level):
This was a more or less typical play session, which took 3 hours and 34 minutes to collect this many resources:
I've also accumulated more than 4 million XP, which was since the last time I died and if this happens again it won't be reset since I separated the score in my "inventory stats" from the "death score" (vanilla stores your "score" as two separate numbers which are normally the same but can be handled separately so the one displayed in the death screen ("score") is reset on death while the other one ("XpTotal") isn't, thus this represents your lifetime total XP gained. I even modified XP orbs so that orbs dropped by a player will only add to "score" and your XP bar while "XpTotal" and the experience gained in the current session are unaffected to avoid double-counting).
While exploring a complex of very deep mineshafts that went down to bedrock I saw another zombie in diamond armor just two weeks after the last one (the only change that I made that affects the chance of this is to make inhabited time start at 50% of the maximum, corresponding to a regional difficulty of 0.375-0.625, where it reaches up to 0.75-1 on Normal in 1.6.4 (0-0.75 for inhabited time + 0-0.25 for moon phase), which is entirely different from the way 1.8+ handles it; notably, armored mobs can spawn anytime it is greater than 0, not just above a certain threshold (1.8 converts a raw value in the range of 2-4 to 0-1 so it must be greater than 2). Also, it can reach up to 1.25 on Hard in 1.6.4, making armored mobs 25% more common than they can ever get in 1.8+):
Also, I thought it was interesting to note how I discovered a new mineshaft; I noticed the legs of cave spiders sticking out of a wall and sure enough, there was a cave spider spawner in a mineshaft behind it:
Speaking of mineshafts, as you've probably noticed recently, they are incredibly common in 1.6.4, even with my slight modification that reduces their frequency by about 25% by not allowing them to generate near dense cave systems - I've been collecting hundreds of rails nearly every day since I started playing on this world again, far exceeding the number that I used (around 1100) in my last railway extension:
Here is a map of mineshafts within a 2048x2048 area (not the same seed) which shows how common they are; many of the clusters you see are multiple mineshafts; one near the top-center has as many as 9, if not all directly intersecting then close enough that they may as well be:
Here is an animation of what I explored over the past few days (part of the area at the top of the last frame was explored before, the unconnected area seen previously was just cut off along the side of the mapped area, which I had to extend northwards):
Here is an update on my statistics; I've now played for 147.43 days, killed over 300,000 mobs, and mined more than 600,000 iron ore, and mined nearly 3.5 million blocks with a diamond pickaxe (mostly by just one; most of the 548 pickaxes I've "crafted" were from trading and used to repair it):
I've always found your posts interesting and very informative.
I think you're the only poster I follow, not that I bother to check my notifications very often, I check the forums often enough that I figure I don't miss much anyway.
Just testing.
In terms of real time I've spent 137.24 days playing this world, compared to 22.46 days for my second-longest played world:
While I don't have the stats for all of my worlds I also spent 14.72 days playing the first version of TMCW, 5.62 days on the second version, and 15.83 days on the third version; all five worlds mentioned here total 195.87 days and I've had several other worlds plus a modded copy of this world (a total of 8 "main" worlds plus 5 other worlds, including a custom map).
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 did read through most of this thread, however I couldn't find where it said what version this was first made in. I'm just curious, it's quite a nice world actually. My first world was just a bunch of wool houses xD
PVP Legend
It was created in 1.5.1, which is mentioned at the beginning of the first post, which also includes a comparison of the spawn area to a recreated world in 1.6.4 so you can see the differences, which aren't that much (the only changes to world generation in 1.6 were the removal of water lakes from deserts, changes to chest loot, and the addition of horses, which affects passive mob spawns in plains).
Also, I previously mentioned that I no longer had many of my older worlds - I looked through some old backup files and found every major world that I've had, as well as a backup of this world from after the first time I played on it (last played on 9/1/2013), as well as the statistics for each world:
World1v2 = 8.57 days
Total = 220.49 days (for comparison, I spent 52.82 days playing last year and 5.04 days so far this year)World1v3 = 7.27 days
TripleHeightTerrain = 8.25 days
TheMasterCaversWorld = 14.72 days
TMCWv2 = 5.62 days
TMCWv3 = 15.83 days
TMCWv4 = 22.46 days
World1 = 137.77 days
Also, here are more things that I found recently:
A double dungeon, with a skeleton and zombie spawner:
Another dungeon with a cave spider spawner next to it; I also found a double cave spider spawner although I destroyed the first spawner before I saw the second one about 5 blocks away (I don't save any spawners, I mined all of these):
Three ravines all intersecting in the middle; there was also a fourth ravine intersecting the end of one of the ravines:
There was also a rather large cave at the end of one of the ravines; the entire area was within a complex of 5 mineshafts:
A relatively dense cave system:
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?
Wow I feel dumb now. Thanks.
PVP Legend
I found one of the largest single caves that I can recall finding in vanilla; it was part of the last cave system I explored within the map to the east, which is now completely filled in and I've started exploring the map to the north of that (which still appears to be mostly ocean so it probably won't take long to complete):
Also, based on what I counted several days ago and collected since I've now collected more than 3 million resources, averaging around 3,100 per play session; this includes all resources in my storage room at my main base and rails used in my railways (non-consumable), and this total is even higher when including resources that I consumed, around a quarter million coal just for torches and smelting iron and gold ore, plus I had close to a double chest of resources at a secondary base which I had not brought back yet and were not counted.
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've finished exploring the map to the northeast, which as I suspected is mostly ocean, or any other land is further away than my exploration distance from land; I did explore up to 1000 blocks from the mainland thanks to various islands to the north:
There are only two more maps left before I've explored all land within 3x3 maps centered around the origin, which would take up to a year of daily playing to finish if they are all land; I do not have any plans as what to do after this or after I completely explore the continent, which extends at least some distance further south and east in addition to the two maps (exploring more than 3x3 maps would require a larger space for my map wall, which has no more room in its current location). I might also decide to explore further under the ocean and fill in the entire 3x3 map area, which would add the equivalent of at least another full map to explore (the NE map is a bit much for exploring without any nearby bases unless I build one in the middle of the ocean but it is easier to travel by boat than walk over land; similarly, the west map only has two bases as Ice Plains is easy to cross by foot).
Also, this is a good time as any to take a break from this world and finish updating TMCW to version 5, after which I'll start a new modded world; already, TMCWv5 is on track to be the largest update to the mod since I created it; of note, the first world I started using what would become called TMCW was started exactly 4 years ago to this day (the name of the mod was likely inspired by comment #12). I may still spend some time on this world until then but not play as regularly.
Here is a look at how the world grew over each period of time I've spent on it, and a comparison to the other main worlds that I've had; there is simply no comparison between this world and any other world that I've had, or will ever make given how large it is (which is still small by many standards, especially if you want to find woodland mansions, which can easily be twice the width of this world away from spawn. All my other worlds have been explored to no more than 1,500 blocks from the origin, which is not even as far as the closest three strongholds often are in 1.9+):
Here are some of the statistics for the 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?
Wow! This must took a long time to do all of this! Keep up the great work! I'm hoping to see more of this in the future!
I support Phantom Additions:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2895432-the-phantom-additions
It amazes me how much time and effort has gone into your world
And although I never really thought too much about of the resource accumulation from all your game play so when I saw your emerald chest I nearly fell of my chair!
Signature removed by popular demand.
There are three entrances, in the northwest and southwest corners and in the middle of the eastern side; you can easily spot them from the outside since there are cobblestone structures extending from the wall around my main base, the one to the east is also not buried (originally, they were all at sea level but I moved most of them down (back then I only had around 2 km of railways, 1/8 of the current amount) except for a stretch to the east, which is still underground due to higher terrain):
Also, here is where each one goes, including a map:
Along railway to east:
2. (150, 315) - first secondary base, this and 3-4 still contain chicken farms that I used to get food from
3. (450, -500) - this one has a cactus wall around it
13. (1560, 280) - base shown above
14. (2315, 705) - built inside a village
15. (2560, -250) - easternmost base
Along railway to north (from northwest corner of main base):
4. (-285, -375) - first base using jungle trees instead of oak trees for wood
5. (-590, -840)
6. (-595, -1315) - just behind this base is an impressively deep vertical cave
7. (-310, -2140) - northernmost base
Along railway to west (from southwest corner of main base):
9. (-875, 330)
16: (-1710, -320) - the most complex secondary base by far; unlike the others it is also built of quartz, and also has 4 zombies and skeletons wearing pumpkins and jack-o-lanterns that I caught on Halloween 2016
17: (-2315, 325) - westernmost base
Along railway to south (split off from western railway):
8. (-85, 880)
10. (720, 1560) - built inside a village; there are pink sheep in the forest to the west
11. (-500, 2040)
12. (515, 2550) - only base built on water
18: (-1530, 2580) - southernmost and furthest away base, inside a village
There are also several intersections with a staircase to the surface with a small shelter (just a doorway) instead of a secondary base, such as the southernmost intersection seen on the map below, as well as one or two unconnected "bases" scattered around; one is in the taiga near base #3.
(the maps in the first post have not been updated, I also explored a bit more since I made this map, but have not added any new railways or bases)
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 made an inhabited time map:
The locations of most of my bases show up, with my main base having the highest inhabited time values (I scaled it so that 0 is blue, 1200000 is green, 2400000 is red, 3600000 (maximum regional difficulty) is yellow, and 4800000 is white), as does a large area of low inhabited time around and north of my main base which corresponds to what I explored prior to 1.6, before chunks had an inhabited time tag. You can even see where I traveled by rail between bases as parallel lines where inhabited time abruptly changes due to consistently loading the same chunks. It also appears that there are more caves to the south and east as inhabited time is considerably higher in those areas.
Note that outside of my bases there are very few areas that are shaded red, indicating that I never loaded those chunks for more than 16.7 hours so regional difficulty has never gotten higher than about 50% of the maximum while caving (0.75 * 1/3 for inhabited time on Normal difficulty + 0.25 for the moon phase) - though I did modify the game so it effectively starts at 50% of the maximum (I add 1800000 in the calculation so this does not affect the saved time), which still means that it only reaches around 75% of the maximum while I'm actually in them since by the time a chunk has reached its highest inhabited time I've explored away from the area (half the time a chunk is loaded is before I reach it, the other half is as it moves out of chunk load distance; (1800000 + 1200000 / 2) / 3600000 * 0.75 + 0.25 = 0.75).
ETA: the higher inhabited time to the south and west is likely mainly due to the fact that I reduced the view distance from 10 to 8 (vanilla 1.6.4 always loads 10 chunks) to match the render distance, as well as map update radius, resulting in less chunks being loaded (I also reduced the mob despawn radius from 128 to 96 blocks, avoiding issues with mob spawning; I originally did this in TMCW to increase the density of mobs without increasing the mob cap, though I did lower it in this 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?
Kind of offtopic but out of curiosity, did you delete this thread or was it something with GDPR?
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2545948-does-anybody-else-come-close-to-this-level-of
Recently I decided to play on this world again after more than two years, in part to fully test what may as well be called "TheMasterCaver's Optimization/Bugfix update", a massive mod that I have been working for for the past year, including exclusively for the past two months (I stopped playing on a modded world in early February and until now all my "Minecraft time" was spent on mod development). This will eventually be merged with TheMasterCaver's World and released as a single massive mod (for comparison, there are 234 source files, compared to 179 in TMCWv4 and 411 in TMCWv5, the latter of which already had some of the the changes/fixes).
Among other things, I decided to fix some vanilla bugs even if it meant that there would be some changes to world generation as there was no real reason not to; I fixed the bug that caused mineshafts to create "bubbles" in oceans and underground, which only removes those with no overall changes to structure generation (or rather, the fix places the cavities where they were supposed to go, at the entrances to the center room so they are clear when placed higher up, as the ceiling curves in and corridors do not extend into the room itself). I also fixed the sheep wool color bug which makes pink sheep ridiculously rare but at the same time they are everywhere when you do find them (this is due to bad code design where the village/temples generators for some odd reason use the "world" RNG instead of their own RNG and set it to a consistent state across 32x32 chunk regions, while at the same time sheep use the "world" RNG to determine their wool color, again, instead of their own RNG as other entities do). Trees also do not undergo leaf decay as much as they do in vanilla, where practically every big oak suffers from decay; unlike TMCW, I did not add extra logs but I disabled the code that notifies neighboring leaves whenever a leaf or log block is broken during world generation. Also, my fix for the black lighting glitches that were prevalent prior to 1.7 modifies the save format by adding a "LightUpdated" tag to the chunk data, though this will simply be ignored by vanilla (I did not name it "LightPopulated" because 1.13 will delete chunks where this is set to false; of course, not that I ever plan to update to 1.13+ but I want to maintain compatibility with vanilla for this world).
That said, the first thing I did was build a new secondary base at -1536, -1536, within the unmapped area to the northwest, where I made a new map centered at -2048, -2048 (all I had to do was make a map somewhere within the area covered due to previous changes to map centering, where level 4 maps are centered at multiples of 2048 starting from 0,0. The system that vanilla used before 1.8 meant that you had to be within 64 blocks of the desired center; all the maps I currently have were made after I changed this, scrapping all the older maps). The railway I made extends from a base near -590, -1325, or about 1157 blocks in length. The base itself is relatively simple, as most of my secondary bases are, containing a single room with chests, bed, etc, then an outdoor space for a jungle tree for torch wood, an 8x8 potato farm for food, and an 8x24 wheat farm for trading for diamond gear, and is in a forest to the west of a jungle and taiga (I had no idea what would be there before I dug a tunnel, usually I just set up wherever it happens to be, even building a base in the middle of a lake or flattening a mountain):
Of course, I've already started caving, starting from a point near -1079, -1265, where I marked a return point after I found a mineshaft leading from previously explored caves. Here is an underground rendering which shows the railway and what I explored today, outlined near the bottom center (the vertical line of dots near the right is the spiral staircase I dug to the surface, where I made a pillar to mark it) while my latest base and the one I made the railway from are also outlined, near the lower-left and upper-right:
I'm not sure how long I'll be playing on this world but if the past is any indication it will be a while, maybe even filling in the entire level 4 map covering the area I'm currently exploring, which will take 5-6 months of daily playing depending on how much of it is land (if I had to guess, at least 2/3 of it is land based on the maps to the south and east).
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?
While I was at my main base I saw a zombie in full diamond armor trying to get in; I killed it with a Looting sword and it dropped its boots, the fourth time I've gotten diamond armor as a drop in this world, with the others being two chestplates and leggings (this was the first time I've seen a diamond armored mob at my base, where I have a sword with Looting, which I otherwise do not carry around):
I recently saw an even "rarer" mob - a wild wolf, the first time I've seen one in this world since I updated it to 1.6 nearly 7 years ago, as for whatever reason Mojang decided that they should despawn after 2 minutes unless tamed (possibly related to ocelots, but they spawn under the hostile mob cap) change which was reverted in 1.10, and which I fixed/reverted myself in TMCWv2, released before 1.8 came out, and along with some other things, I decided to fix it for this world (another is witches in witch huts despawning - I've never seen one in a witch hut, and still wouldn't have ever seen any if I hadn't added them to natural spawning):
I also got another interesting mob drop recently, an iron axe with Efficiency III, Fortune I, Unbreaking III, which came from a zombie (I gave them the ability to spawn with all tools except hoes in iron (80%) and diamond (20%) as they do in TMCW, which I'd previously added to this world years back):
I also came across an interesting looking formation in a forest:
Also, I've reached my latest base while caving, covering a distance of about 500 blocks in about 2 weeks, which has included numerous mineshafts, including a large complex of what has to be at least 4-5 overlapping/in close proximity just to the southeast of my base:
Here is a full-size rendering of what I've explored so far, compared to the entire world, as well as my map wall:
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 reached a major milestone today - 1,000 play sessions, with a total playtime of 145.46 real-time days and 10,608 in-game days:
To put this into perspective, these are all of my "main" worlds excluding a couple very early worlds (a Survival island themed world and a custom map) and several minor worlds (e.g. one I made just to explore a huge cave system I found with my own search tool); even after spending a couple years playing other worlds this world is still over half my total playtime, quite impressive considering that it is more or less vanilla, especially with regards to world generation (the only real modification I've made is to prevent mineshafts from generating near dense cave systems, which removes about 1/4 of mineshafts):
Also, I found my 10th jungle temple today, which means I now have 30 of one of the rarest obtainable blocks (or hardest to obtain in quantity), as chiseled stone bricks were not craftable until 1.8 (along with mossy and cracked, with a few thousand of each in an average stronghold. Moss stone is also not craftable but I've collected more of it than gold; I only take it from dungeons, not jungle temples):
I also recently found a rather large cave, one of the largest that I can recall finding in vanilla:
Also, I've recently been collecting rails at a rate significantly higher than the long-term average due to the number of mineshafts in the area I've been exploring, with more than 170,000 rails collected so far (4,377 since I started playing on this world again, which is nearly 4 times the number I recently used in a rail extension to my newest base, with several times the area left to explore before I'll consider moving on to a new base. For comparison, I've also mined 27,091 coal, a ratio of 6.19 coal per rail, compared to a long-term average of 9.63 before. This ratio can be expected to decrease since mineshafts are less common within 1280 blocks from the origin, with the chance linearly decreasing down to 0% at the origin, and I've explored pretty much that entire area):
Another notable thing is that the next time I return to my main base to put away resources I'll have filled up 48 double chests with coal blocks - nearly 1.5 million coal - at which point I'll have to make a 4th corridor for it (each one has 16 double chests; I've also considered simply stacking a second set of chests as they are 3 blocks high, as I did in other worlds where it would be difficult to expand the storage area since it was in my base itself, as opposed to underground).
Also, I thought I'd mention an interesting "bugfix" I made; once my distance walked stat exceeds 21,474.83 km (I'm currently 83.5% of the way there) it will overflow and become negative because it is stored as a 32 bit signed integer (maximum value of 2,147,483,647, with distance stored as centimeters); however, I changed the code that converts it to a displayed value by converting it to a 64 bit long so even though the stored value is still negative it will be able to display a value twice as high before it resets to 0 (42,949.67 km, or about 2.4 times the distance I've walked so far. At this point I'd have to modify the stat-tracking code to store it as a long. Because of this, the code below is not considered to be a real fix, just a temporary measure, but it will be good for years even if I play on this world every day):
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 found something quite rare - 5 intersecting ravines, which is the most that I've found in vanilla and the 6th time I've found this many intersecting in this world:
The second intersection, with the ravine on the left being the same one as the one on the right above:
The third intersection; the ravine on the left is again the one on the right above:
The fourth intersection, with the first intersection visible at the bottom-center:
A look down a couple of the ravines, which were intersected by several mineshafts:
Here are a couple Unmined renderings at different levels, and all of the other cases where I've found 5 intersecting ravines, including coordinates:
-1225, 895
-1440, 1780
-1790, 2085
-768, -420
2100, 505; there are nearly 7 intersecting ravines here, which would have tied for the most I've ever found (in TMCWv4):
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 made an interesting discovery while using a self-written utility to find clusters of intersecting ravines in areas I'd explored before - there could have been 7 intersecting ravines around 305, -880 if 3 of them hadn't been cut off by an ocean (only small portions of them generated):
Large Biomes also causes one of the ravines to be disrupted by a swamp, with 5 full intersecting ravines (only a small part of a 5th ravine is present in Default, which I wouldn't really count); however, the seed "-556121437483305083", which has the same underground generation due to having the same lower 48 bits, does have all 7 ravines intact:
A look down from 305, -880 (I used 40 for y, the ceiling is higher than this):
Looking up from the ravine below the intersection (visible above as lava in the center):
Another ravine intersecting the end of the ravine going to the upper-left in the first screenshot:
This ravine intersects the ravine going to the upper-right in the first screenshot; it may appear to instead intersect a cave that links the ravines together but they do directly intersect, just barely:
This ravine then intersects another ravine exposed to the surface:
Which then intersects yet another ravine deeper down near the other end:
Notably, there is an 8th ravine that comes very close to intersecting, which would be the most intersecting ravines that I know of - the seed "Digital" in 1.6.4 is said to have 8 ravines but there are actually only 7:
I marked each ravine with a different color; I could only find 7 (in the video they said that two were very small; anything less than 85 blocks long is not a full ravine since that is their minimum length):
This shows how close the ravines I found came to being an octuple ravine system:
Also, here is a map of ravines within 1280 blocks of the origin, an area which I've fully, or nearly so, explored; there are 3 complexes of 5 or more intersecting ravines, including two others that I mentioned before (left and lower left, with the septuple ravines near the upper-right). I also include a ravine-only map of the quintuple ravines I recently found (they are shaded green since the utility I used uses that to show interconnections):
If you count modded worlds I actually did find 7 intersecting ravines in TMCWv4 (also the seed, coordinates are -376, 1336):
Also, if you use the seed for this world (-123775873255737467) in TMCWv4 you can find 9 intersecting ravines at -50, -1070:
These are the stats for the largest two ravines (only ravines or caves with a volume of more than 50,000 are listed):
This is the northeastern end of the ravine complex and one end of one of the largest two ravines, which also intersects a stronghold:
The second ravine, which leads to a ravine cave system to the north:
The third ravine intersects the western end of the large ravine:
Just before that, the large ravine intersects another large ravine (I increased the FOV to better capture both):
There are three ravines intersecting here, near the left, top center and lower-right:
The other end of one of the three ravines shown above:
The 8th intersecting ravine:
The 9th intersecting ravine:
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 reached another significant milestone; as mentioned before, the next time I returned to my main base to store away the resources I collected I'd have completely filled up my storage area for coal, all 48 double chests, equivalent to nearly 1.5 million coal:
Rather than make a new corridor I just stacked a second row of chests in one of the existing corridors, as my storage area is getting rather large and this will enable me to double the storage capacity without having to expand it any further for a very long time (it will take nearly 3 million coal to fill up 96 double chests); I'll also soon have to do the same for rails, which are all stored individually, not as "rail blocks" so no modded items persist in the world, and take up about as much space as coal, which is then followed by moss stone, then iron.
Also, these are surface and underground renderings of what I've explored so far within the current level 4 map, the underground rendering also shows what I explored the last time I played, which included placing 1154 out of 25177 torches within the area (the upper-right is the output from MCMap):
Here are screenshots from the caves I explored the last time I played, including a rather dense area with large caves and ravines which had sand falling down from the surface to lava level (this is not very common outside of oceans; I also once found a cave system, without a ravine, dense enough that sunlight reached lava level):
This was a more or less typical play session, which took 3 hours and 34 minutes to collect this many resources:
I've also accumulated more than 4 million XP, which was since the last time I died and if this happens again it won't be reset since I separated the score in my "inventory stats" from the "death score" (vanilla stores your "score" as two separate numbers which are normally the same but can be handled separately so the one displayed in the death screen ("score") is reset on death while the other one ("XpTotal") isn't, thus this represents your lifetime total XP gained. I even modified XP orbs so that orbs dropped by a player will only add to "score" and your XP bar while "XpTotal" and the experience gained in the current session are unaffected to avoid double-counting).
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?
While exploring a complex of very deep mineshafts that went down to bedrock I saw another zombie in diamond armor just two weeks after the last one (the only change that I made that affects the chance of this is to make inhabited time start at 50% of the maximum, corresponding to a regional difficulty of 0.375-0.625, where it reaches up to 0.75-1 on Normal in 1.6.4 (0-0.75 for inhabited time + 0-0.25 for moon phase), which is entirely different from the way 1.8+ handles it; notably, armored mobs can spawn anytime it is greater than 0, not just above a certain threshold (1.8 converts a raw value in the range of 2-4 to 0-1 so it must be greater than 2). Also, it can reach up to 1.25 on Hard in 1.6.4, making armored mobs 25% more common than they can ever get in 1.8+):
Also, I thought it was interesting to note how I discovered a new mineshaft; I noticed the legs of cave spiders sticking out of a wall and sure enough, there was a cave spider spawner in a mineshaft behind it:
Speaking of mineshafts, as you've probably noticed recently, they are incredibly common in 1.6.4, even with my slight modification that reduces their frequency by about 25% by not allowing them to generate near dense cave systems - I've been collecting hundreds of rails nearly every day since I started playing on this world again, far exceeding the number that I used (around 1100) in my last railway extension:
Here is a map of mineshafts within a 2048x2048 area (not the same seed) which shows how common they are; many of the clusters you see are multiple mineshafts; one near the top-center has as many as 9, if not all directly intersecting then close enough that they may as well be:
Here is an animation of what I explored over the past few days (part of the area at the top of the last frame was explored before, the unconnected area seen previously was just cut off along the side of the mapped area, which I had to extend northwards):
Here is an update on my statistics; I've now played for 147.43 days, killed over 300,000 mobs, and mined more than 600,000 iron ore, and mined nearly 3.5 million blocks with a diamond pickaxe (mostly by just one; most of the 548 pickaxes I've "crafted" were from trading and used to repair it):
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?
@TheMasterCaver what version between 1.5.2 and 1.6.4 do you recommend playing this in?