Yes; that's why I also revealed what the world looked like and the locations of every type of cave. However, I've already made some changes for a future version; for example, I'm testing increasing cave variation further:
The size at the top is the number of initial cave nodes in each cave system in the column below; the actual number of caves depends on how many circular rooms and how many caves each one adds (for vanilla there is a 1/4 chance of a circular room per node and 0-3 additional caves for an average increase of 37.5%. Size also ranges from 1-39 with smaller sizes being more common):
Here is the code I use to vary them; there are a total of 19,440 possible combinations of variables (besides vanilla caves, which are 25% of 16x16 chunk regions):
// Default cave parameters, which generate cave systems similar to vanilla
boolean largerCircularRooms = false;
int circularRoomChance = 4;
boolean largerLargeCaves = false;
largeCaveChance = 10;
float width = 1.0F;
int length = 112;
float curviness = 0.1F;
int verticalVariation = 6;
boolean lavaLevelCaves = false;
boolean seaLevelCaves = false;
// 50% chance of larger circular rooms
largerCircularRooms = this.caveRNG.nextBoolean();
// Chance of circular rooms; 1/(1,2,4,8,16)
circularRoomChance = 1 << this.caveRNG.nextInt(5);
// 50% chance of larger than usual caves being able to reach their maximum size
largerLargeCaves = this.caveRNG.nextBoolean();
// Chance of larger than usual caves; 1/(5,10,20)
largeCaveChance = 5 << this.caveRNG.nextInt(3);
// 50% chance of a width of 0.5 or 2 times the normal width
width = (float)(1 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2))) * 0.5F;
// 50% chance of a maximum length of 80 or 144 blocks
length = 80 + (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2)) * 32;
// 50% chance of a curviness of 0.5 or 2 times the normal curviness
curviness = (float)(1 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2))) * 0.05F;
// 50% chance of 1/3 or 1/12 of caves having increased vertical variation
verticalVariation = 3 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2));
// 50% chance of extra caves at lava level
lavaLevelCaves = this.caveRNG.nextBoolean();
// 50% chance of extra caves near sea level (excluding biome-specific caves, which always generate)
seaLevelCaves = this.caveRNG.nextBoolean();
Over the past few days I explored a cave system that was so dense that sunlight reached all the way down to the lowest layers - there was even snow nearly at lava level:
Also, there was a complex of four mineshafts to the south and another complex of at least two (not fully explored yet) to the north; I collected more than 700 rails today and 600 yesterday and more than 1,300 since I started playing on this world again:
For comparison, this was from when I last left off; besides 1,339 rails (plus a few from chests or dislodged by water) I've also already mined 11,416 coal and 4,041 iron:
I also found 6 dungeons and 3 ravines today and a similar number of both yesterday with a total of more than two dozen mob spawners, including a dozen or more cave spider spawners; the number of mineshafts and their overlapping immediately reminded me of why I changed the way they are placed in my mods so they almost never intersect one another, which also makes them more evenly spread out (there may have been even more if not for my slight modification to this world that prevents them from generating too close to dense cave systems, which I've also applied to my mods).
Here is a rendering of what I've explored over the past few days, which is the area extending off to the left side, including a smaller cave system to the east of the large one. Previously, I also finished exploring the caves at the very bottom, which is where I had last left off exploring this region (the level 4 map to the west of the center map):
I was trying to install Optifine with your mod, but it didn't show Optifine.
How do I install Optifine with your mod?
It should work if you install it manually; in other words, extract the files from the Optifine jar and add them to the Minecraft version jar as you would install my mod, not with its installer (I have never used its installer, which is part of the Optifine jar and doesn't cause any issues if it is included with the Minecraft jar).
Also, while I have not tested it it shouldn't matter which order you install the mods since they do not share any classes (the only thing I can think of that both influence is void fog, which my mod permanently disables though a different method than Optifine). Note that the Optifine jar has its own META-INF folder, which should be omitted (I don't know if it would actually be an issue but among other things it tells Java which class is the "main" class, though Minecraft seems to run fine without it).
In your mod, are abandoned mineshafts common at 1280 but almost never intersect?
If you are referring to how vanilla makes them less common within 1280 blocks of the origin (linearly decreasing in frequency down to 0 at 0,0, the area is a square) I removed that in TMCW; they are equally as common everywhere and the density of caves is used to determine whether they can generate in a particular spot, as well as the presence of special types of caves and cave systems (the larger a cave or ravine is the further away they are prevented from generating), which reduces their frequency to about 60% of vanilla. However, their size is limited within 512 blocks of the origin (circular); the lack of special types of caves near the origin does not increase their frequency since I reduced the threshold for the number of caves to compensate. The lack of intersections is because instead of generating randomly (1/100 chance in any chunk) they generate aligned to a 14x14 chunk grid with a relative offset of 0,0-2,2 and 7,7-9,9, giving a frequency of 1/98 and a minimum spacing of 5 chunks along each axis. Here is an example of what this looks like over a 1600x1600 block area; some of the mineshafts that appear to overlap do not since they are at different elevations:
Note that the only change I made to mineshafts in this world, besides removing their torches so unexplored mineshafts do not show up on the underground renderings I make, was to exclude them from dense cave systems using less strict rules so only about 25% are removed (75% of vanilla, which is still nearly twice as common as since 1.7; even in 1.7+ it isn't uncommon to find intersecting mineshafts). This does reduce the likelihood of multiple mineshaft complexes but I've still found some with as many as 10 mineshafts (prior to this I found a massive complex of 18 mineshafts; I'm not sure if they all directly intersect but it is basically one huge complex due to all of the caves around them):
(I did not post much in this thread the last time I played on this world; most of what I posted was in the general "what have you done" thread (here are all my posts in that thread). I also won't be making many updates unless I find something notable)
I found yet another multiple mineshaft complex, with two mineshafts intersecting almost everywhere (the last one I found only had some intersections near the edges), with many passages impossible to go through unless you mined blocks or went around them (the main reason I find this to be annoying):
A significant part of both mineshafts went pretty deep, down into bedrock, where I found a dungeon with a Sharpness V book:
This also contributed to finding a total of 53 diamonds, among the most that I've found in one play session; 46 were mined while 7 came from minecarts, with more than 4,000 resources collected (not including multiple drops from redstone and lapis, or loot from chests):
(some of the coal and iron came from a previous session after I returned from my base. Note the three stacks of rail and cobweb blocks in the lower left, which I only use in this world to carry more in my Ender chest and temporary storage; I actually used these in this world before I added them to TMCW)
Also, it took me about 3.6 hours to explore both mineshafts; I happened to take a screenshot of the general statistics the day before and 0.15 days passed. I also walked 18.2 km, which is quite far considering that my world is only about a third of that distance long (despite this my average walking speed was only about 1.4 m/s, a bit less than the average of 1.44 m/s to date, which in turn is about a third of your walking speed):
Notably, I also recently surpassed 200,000 mob kills in this one world.
The cave system in pre 1.7 was the worst thing I could remember. Almost every surface looked like they were torn apart (something like ripped surface openings that you see in apocalypse movies). Apart from that, there were so many intersecting caves, it almost seem like the underground is very hollow and unstable (not that minecraft does realistically applies physics). Exploring caves back then was like doing a chore (unless that player is fond of mining, just like you).
I have to agree with you, it is the most caved world that everyone probably can see. Is this the world where you actually mined 1 million cobblestones? Somehow, I also thought that the world was way bigger than this (unless that was your other modded world, sorry I got confused).
im not the only who plays apocalypse games on minecraft or
Does mineshaft generation and stronghold generation work on superflat with your mod?
They generate more or less the same as in vanilla so Superflat customization works properly, except that mineshafts do not become less common near the origin (which IMO makes it easier to set their frequency) and their "size" is not varied (they always use the vanilla parameters, but still do vary in size) and the structure and locations of strongholds will be different from vanilla but otherwise the same (3 within 640-1152 blocks of the origin) since I changed the way the "chunk seed" is set to fix certain generation bugs.
Note that you cannot use Superflat to control the generation of igloos except by specifying "decoration" in the preset and the biome is winter forest or taiga and they will generate once every 16x16 chunks (4 times more often than temples or villages at the default; in normal worlds about 3/4 of attempts fail due to requiring a flat area but none will in Superflat). Also, using a desert, mesa, ice spikes, or ice hills biome with decoration enabled will replace stone and many other "ground" blocks down to y=40 with sandstone/sand/clay/ice/snow/packed ice (overriding whatever layers you used).
Also, just to note - it would be better to ask this in the mod thread (the moderators are rather strict about off-topic discussion, which this technically is because it is not related to the topic). That aside, I think it would be interesting if you made a Survival journal for documenting/discussing your world.
I've finally built a new base, after spending more than 2 1/2 months at my previous base (not counting the 6 months when I didn't play this world), the longest time I've used a secondary base in this world. Unlike the previous base this one is much smaller and simpler, without most of the farms that i used to get materials for trading, only a chicken pen, which is mainly so I can wear down diamond swords so i can use them to repair my sword (Sharpness V, Knockback II, Unbreaking III, which costs 40 levels, just one too many, but it can be fully repaired for 38-39 levels thanks to the 12% durability bonus the anvil gives you) without having to use an unenchanted sword in combat (I particularly value having Knockback and would use a sword with only Knockback I one with Sharpness V).
I built it at around -2315, 325, between a couple large mountains in an Extreme Hills biome, about 600 blocks further west from the intersection of the rail line to my previous base (previously just a 90 degree turn, now north, east, west, plus a stairway to the surface to the south); for much of the length I just dug the tunnel westwards before coming up to see what the surface was like (I knew there was a non-Ice Plains biome around this point because I could see a bit of it on the map, but not how far it extended; there are multiple small oceans around this area, which could mean I may reach the western edge of the continent soon):
Here is an underground rendering of the whole level 4 map I'm exploring (minus the unexplored western edge), with the new rail line visible at the bottom; this map will likely only have two bases in it, less than any of the other maps I've fully explored. On the far left is the double mineshaft I mentioned before:
I found a jungle temple today - the 9th one that I've found in this world (assuming that I mined the chiseled stone bricks from all of the others that I've found, as I had 24 or 8 jungle temples):
So, after about 106 days of playing in this world I now I have 27 of what I consider to be the rarest obtainable block in the game after the dragon egg, since they are not craftable in 1.6.4, making them impractical to use for the most part; this is a major reason why I added them to a special type of dungeon in TMCW, from which I mined several hundred (vs 9 from 3 jungle temples). Moss stone is also not craftable in 1.6.4 but I've nearly filled up 16 double chests with it, and dungeons are more than twice as common as since 1.7 so I don't see it as too impractically rare to use.
Here is what the current map I'm exploring looks like so far; I've gone as far west as x=-3100 while the jungle temple is near the player marker; after exploring westwards to the edge of the map I've returned to a previous spot where I left off exploring the last time I played this world, now filling in the bottom part of the map:
Also, I got a couple interesting mob drops today; a golden helmet with Protection III and Respiration II, which I've repaired with another helmet and saved for later use when I need to repair my chestplate (while it is unnecessary I wear the sacrifice chestplate, which has some sort of level 1 enchantment on it, until its durability drops enough to make the most out of a repair; I do the same for almost everything else); by doing this I won't be sacrificing armor protection (my chestplate has Protection IV):
I also got a diamond sword from a zombie while I was returning to my base; while this world is "vanilla" I did add some features from TMCW, including zombies carrying all sorts of iron and diamond tools; it had 458 durability left and I used it to repair my sword (otherwise, I use swords I bought from villagers so either way I do not need to use any actual diamonds, and mob drops like this are only a small fraction of what I need for repairs; this is the first such drop that I've gotten since I started playing on this world again):
This does not include the increase in armor chances though; over the past few days I've seen only one mob in iron armor, compared to several per day in TMCW (I did make the regional difficulty calculation start at 50% at the maximum and reach the maximum after 25 hours; when factoring in the rate at which I explore a given area it averages around 2/3 of the maximum instead of a measly 1/6 - the concept of regional difficulty just does not work with my playstyle, more so after the changes 1.8 made to it, namely, it has no effect at all until it reaches 2):
On my play sessions, I've seen multiple mobs in iron armor. Even in the largest caves.
You are using TMCW though, which makes a huge difference because not only are armored mobs more common the chances of better armor are higher; when I previously mentioned that regional difficulty averages around 2/3 of the maximum that means the chance for armor on Normal averages about 10% (15% * 2/3) and the chance of iron in vanilla is 1.27%; 15% * 2/3 * 1.27% = 0.127%, or one in 787 zombies and skeletons, which is more than I've ever killed in one day, even when including all mobs, and around 4-5 days of playing in this world.
For comparison, in TMCW the chance of armor on Normal is 20% after 100 hours or more of gameplay, and the chance of iron is 5.2%, which comes out to 20% * 5.2% = 1.04%, or one in 96 zombies and skeletons, or less than a third of the average number of all mobs that I killed per play session, with around 2/3 of them being zombies and skeletons, for an average of about 2 iron armored mobs per play session (I also killed more mobs in TMCW due to changes I made to mob (de)spawning). In fact, the chance of diamond and amethyst together is one in 1,250 mobs - about 2/3 as common as iron in vanilla - and I saw a mob with either about once a week (even considering the change I made to regional difficulty I'll need to kill about 23,000 zombies and skeletons in this world to just see one in diamond armor).
I want to share my 2 amethyst mobs I found, I found one today while messing around with a mob farm, and one from messing around with "TheMasterCaver's First World"
As I've mentioned many times before, this world has nothing to do with my mod "TheMasterCaver's World" (just because the screenshots include a list of resources collected does not mean I'm using the entire mod), and if you are using it to play this world you are missing out on a lot of what it offers (for one, I presume you used cheats to give yourself amethyst gear because it could only be found if you generated new chunks with the mod, same for any of the new biomes, terrain, and caves, which require traveling thousands of blocks away in most directions, further away than I've explored in any other world).
Here is an example of the difference between my mod and vanilla 1.6.4 using this world as an example; I copied the region file my main base is in and generated new chunks around it - the only thing that matches are the locations of rivers and the borders between biomes but even where the biome happens to be the same (as in the jungle to the northwest) terrain is not:
Note that there does not seem to be a discontinuity along the southeastern edge but that is just because there were not many caves and/or cave density was similar across the cut:
(as an aside, that has to be the closest giant cave region I've seen to spawn, which is about 120 blocks further west in TMCW)
Even the low-level lava does not match since it is 7 layers deeper down in TMCW, lower than the highest bedrock in vanilla; conversely, vanilla lava level is higher the the highest diamonds or amethyst in TMCW (not that these matter for old/new chunks, just along chunk boundaries):
I think you really should make a thread for your world made with TMCW, then you can also have all of your discoveries in one place and not risk getting posts deleted for being off-topic.
I found something pretty rare today - two dungeons, with a zombie and a spider spawner, connected together, which is something that I found only once in my previous world out of 191 dungeons found. Each one also had a golden apple:
The loot that I took also included 5 pieces of bread, 13 redstone, and a name tag (plus all the moss stone in the floor):
Also, I've been exploring around the edge of what appears to be a large area devoid of caves or mineshafts along the railway to my current base, although it is very unlikely that there actually aren't any, I just haven't found any interconnections yet:
Dang, I wish I still had my first world. I was a puny kid so when I saw a spider I deleted it. LOL It's been so long that I would have lost it 3 times already when my PCs broke, were stolen etc anyways.
Rollback Post to RevisionRollBack
Just a random kid with a cool username (not the asme on mc) chatting about outdated minecraft content. In case you need them, my PC specs can be found in my novabench results below.
In my last post I mentioned that I was going around the edge of what appeared to be an area devoid of caves - I came across a mineshaft that lead up into that area - which then lead to more and more and more mineshafts - I explored (or found the central rooms of) four today alone, all intersecting each other - and collected (mined) an unprecedented 1,058 rails, more than I have ever collected in any play session, I even collected more rails than iron ore and about half as many as coal. There were not that many cave spider spawners in the mineshafts I explored today, though I found more than 10 yesterday (I did not save a screenshot):
This is not everything that I collected today since I returned to my base to empty out my Ender chest, which was completely full from the day before and today, before collecting what is seen here. Note the two stacks of "rail blocks" in the rightmost slots in the middle row, which are equivalent to 639 rails (without these blocks they would have taken up 10 slots, and 17 slots for 1058 rails; I only use these, as well as "cobweb blocks" (4 cobwebs each, I used to craft strong into wool before I added them) for storage when caving and temporary storage):
In fact, since the last time I looked at my stats I've collected more than 2,000 rails, and closing in on 120,000 total, representative of about 400 mineshafts (I found about 300 rails per mineshaft in an analysis of 30 separate mineshafts (vanilla), and also averaged this many in my most recent world, with 18,053 rails found in 60 mineshafts, which were modified to have more size variation but averaged the same size as vanilla):
There are also numerous ravines and some caves around the mineshafts, many of them packed with mineshafts:
Or the remains of burned-up mineshafts:
The entire area is so chaotic I'll need to look at the area in Unmined after I'm done to see just how many mineshafts and ravines there are, and how many of the mineshafts actually intersect (if two different mineshafts intersect a ravine but do not intersect each other directly I count them as two separate mineshafts, not a double mineshaft):
Here are some more screenshots:
The center room of one of the mineshafts, intersected by other mineshafts (the dirt appears to have replaced fences and rails) and a ravine:
The deepest corridors I've found so far are at y=3; the bottom of a staircase went down to y=2, the deepest a mineshaft can possibly go
Another "double dungeon", with the second one actually being a cave spider spawner (sort of like a dungeon)
Mineshafts make it easy to get music discs since you only have to place one block between the supports to prevent mobs from passing through: