Updated 2/19: New map with some changes to caves/ravines/strongholds (the latter always generate walls even in caves and ravines/Superflat maps). I also added a "starter" map with my base for use with the full mod.
Several people have asked for a world download for the world I'm currently playing on and so I decided to provide one, almost identical (see below on MCMap and torches) to my world, including my base, except that I replaced my mod items (amethyst tools and armor and backpacks) with diamond substitutes and an Ender chest/Silk Touch pickaxe, with a few other basic items.
(full maps are ~37 MB, 1408x1408 blocks, and starter map is ~3 MB, 400x400 blocks)
Also, here is the custom resource pack I use while playing, which modifies glass, glowstone, lapis block (to the pre-1.6 texture and water (works well with Optifine's clear water setting): https://www.dropbox....esourcePack.zip
In addition, while the intent of making this a world download is to avoid having to install a mod (see below), do note that the spawning of slimes, squids, and bats will be broken; that is to say, their spawning ranges are relative to the normal sea level/average ground height of 64. I compromised by making a simple mod pack that only includes the three relevant classes (EntitySlime, EntitySquid, EntityBat), which should be compatible with many more mods (if you use other mods while playing, particularly Forge, which doesn't like base class editing but this shouldn't cause problems).
If a lack of slimes in swamps or squid in surface water doesn't bother you, you can forgo this (also only works for 1.6.4). In addition, I recommend using Optifine while playing (see the "beefy computer" warning for Amplified, which is less resource heavy), both to reduce/prevent cave-related lag and enable adjusting the cloud height to y=256 (100%), otherwise, they will be underground. Void fog is also more prevalent because caves go down to y=6, 5 layers lower than usual; Optifine also allows this to be disabled (the complete mod disables it).
With that said, you can get the complete mod (again, for 1.6.4) here (note that this is very resource heavy when generating new chunks, due to the number and size of caves and ravines, which take up a fair part of the generation of a normal world). The seed I used to make the downloadable world is -3627471891619146571.
Now, here are surface and cave maps; note that I placed a bedrock wall around the sides so you don't have to worry about falling off (it is a LONG drop down to normally generated terrain, 128 blocks):
Surface:
Caves:
Here is a comparison using the same chunk from a world with the default height of around 64 and this world, which has 128 more blocks added to the bottom (surface terrain is the same):
Here is a look at my base, from top floor to bottom:
(there should be chickens in the upper-right but they don't render here)
Also, here is what I provide in the armor/tools chest in the room you start in:
The sword (Monster Slayer) has Sharpness V, Knockback II, Unbreaking III; the pickaxe (Super Pickaxe), Efficiency V, Fortune III, Unbreaking III; the bow (Super Bow), Power V, Infinity I, Unbreaking III; the shovel (Digger), Unbreaking III; while the chestplate and leggings have Protection IV, helmet Aqua Affinity I and Respiration III, and boots Feather Falling IV (note that when I play, I only wear a chestplate and leggings, only wearing the helmet/boots when I need them - although note that some ravines are so deep that nothing can save you unless you land in water or on a ledge). I also provide a Silk Touch pickaxe (Ender Pickaxe) and an Ender chest in lieu of backpack(s). Note that the Super Pickaxe is the only one I normally use, as I get plenty of XP by mostly mining only ores and killing mobs, even with a one-unit repair cost of 37 levels.
Also, I do not provide any diamonds for repair (and don't take the diamond blocks from my bedroom/storage room), but you can follow my example when mining; if you start mining near the eastern wall at z=305 you can safely mine straight down, with a vast area with few caves to the east-southeast (there are several caves and a ravine about 10-20 blocks east) and southeast; I recommend mining at layer 6, feet position.
NB: You'll need three stacks of ladders, plus a few more, if you make a vertical mineshaft to bedrock; might also make it 1x2 so you can put water at the bottom and just jump down. The same applies to getting to the stronghold, which should be located to the west; you should also be extra sure that you've found the right location (Eyes of Ender sink into the ground).
Here are some examples of how big caves can get, although, the size is skewed towards the smaller side (for the last screenshot, Swiss cheese is an understatement):
And now here are some examples of giant ravines, which again, are mostly smaller than these examples:
Abandoned mineshafts were also modified to generate up to around y=150 instead of the normal 50 or so (more common in the lower half of this range), and have a minimum distance between them, while strongholds generate at the same depth as a normal world, but were also modified to always generate walls even in empty air, so caves don't "cut" through them (similar to mineshafts generating wooden platforms).
Note also that I modified the distribution of ores, with the following characteristics:
Coal ore: 33 veins to y=255
Iron ore: 50 veins to y=191
Gold ore: 5 veins to y=68*
Redstone ore: 8 veins to y=15 (unchanged)
Diamond ore: 1 vein to y=15 (unchanged)
Lapis Lazuli ore: 3 veins to y=63*
Emerald ore: 6-15 ore to y=64
(dirt and gravel were also increased to y=255, and silverfish stone in Extreme Hills to y=191)
*I actually coded it as 5 veins of gold over a range of 80, but part of that range is negative, so there are actually less than 5 veins on average (exactly what I did was take the normal amount of gold in caves above the lava layer and triple it). Lapis has a similar situation, with part of the range again below y=0 (I use an "if" statement to ensure no veins actually try to generate below that). Also, while the ranges of diamond and redstone are unchanged, when caving you have twice as much of their ranges exposed, and when mining, you can go all the way down to y=1 because there is only one layer of bedrock at the bottom of the world (I originally removed it and lowered lava to make more room before I increased the ground height, except I reduced the min/max of rarer ores by 5 to compensate). This is offset by having to dig down more than 3x further, and at least in my case, exploring all of a cave system.
Also, the amounts of coal and iron were nerfed a bit; normally, there are 20 veins of each over 128 and 64 blocks for coal and iron respectively, so that would be 40 and 60 based on the increases in their ranges, but I only increased it to 33 and 50, which still gives you plenty of coal and iron (I've still been mining around 500 and 200 of each per hour, pretty much the same as what I mined in a world with normal coal/iron density). Similarly, for dirt and gravel I simply doubled their ranges, as 1.7 also did, with the same number of veins, so they are half as common in a given volume, but still fairly common (the 1.8 snapshots actually halved the number of veins, resulting in just 1/4 the pre-1.7 density).
Here are some of my stats to give you an idea of the relative amounts of ores you can find by caving, note again that I explore everything from the surface downwards; the number of torches also gives you an idea of the amount of caves explored to find the given amounts of ores, you can get an idea of the number of abandoned mineshafts in the same area from the rails:
Also, if you are trying to look for a cave opening, you'll have to do some (a lot of) searching, or you can use the one I found, which is located to the southwest of my base near -150, 375; I made it so that only a special type of cave can cut through the surface, unless there is exposed stone (these caves also go down in a spiral all the way down to bedrock and make a great "central hub" to explore outwards from; their main purpose is the help ensure cave systems are interconnected across the full vertical depth, as cave systems can have large separations between layers of caves). This gives you an idea of what to look for; and yes, that's all you'll find at the surface no matter how big the cave system underneath is:
I would realy like to see the "one cave opening for 1 cave" in vanilla minecraft
All I actually did was make it so that most caves can only cut through stone, removing dirt and grass (caves generate before anything else underground, this is also why they don't make openings in biomes without dirt and grass at the surface, like deserts), then I added in a special type of cave that can cut through dirt and grass, with one generated per cave system, and generated in a way that they will always reach the surface and are virtually guaranteed to intersect with other caves. I also did this to ravines, although they are rarely high enough to cut through the surface in any case, much less than in vanilla.
Oh be still my Dwarven heart... You really should post your mod in the Mods subforum. Also, do minerals generate where the normally do, or have those been adjusted to compensate for the extreme depths?
Rollback Post to RevisionRollBack
SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Oh be still my Dwarven heart... You really should post your mod in the Mods subforum. Also, do minerals generate where the normally do, or have those been adjusted to compensate for the extreme depths?
I mentioned the ore distribution in my post:
Coal ore: 33 veins to y=255
Iron ore: 50 veins to y=191
Gold ore: 5 veins to y=68*
Redstone ore: 8 veins to y=15 (unchanged)
Diamond ore: 1 vein to y=15 (unchanged)
Lapis Lazuli ore: 3 veins to y=63*
Emerald ore: 6-15 ore to y=64
*Actually less than the stated number of veins since I made the total range a multiple of their original range, including a negative minimum (veins don't generate below y=0).
For comparison, here is the vanilla ore distribution:
Coal ore: 20 veins to y=127
Iron ore: 20 veins to y=63
Gold ore: 2 veins to y=31
Redstone ore: 8 veins to y=15
Diamond ore: 1 vein to y=15
Lapis Lazuli ore: 1 vein to y=31
Emerald ore: 3-8 ore to y=31
As you can see, without my modifications even coal ore would be about 64 blocks below ground level; I suppose this could be used in a survival challenge map but otherwise this is why I find the Tunneler's Dream Superflat preset pointless (never mind that you can't have caves in Superflat). Some of the ranges may seem strange, but that is because I tripled not the whole range but the range that is normally above lava level in caves, which was also lowered to y=5 here, with the top four layers of bedrock removed (I had actually done this previously when modding caves, before I raised the ground height, to make more room for caves, except I lowered the ranges of rarer ores by 5).
This is from an analysis of the map made with MCEdit showing the relative amounts of ores, and relative to a normal world (although the values given for coal and iron in the Wiki are understated if there are no oceans, with 20-30% more; note also that a normal world only has around 55 layers of stone due to bedrock and surface cover, for a 3.3x increase in stone in this world; the removal of bedrock also explains the slight increase in diamond and redstone, which also effectively has twice the abundance in caves due to twice as many layers exposed):
Coal ore: 437.5 ore per chunk (3.06)
Iron ore: 250.2 ore per chunk (3.24)
Gold ore: 20.9 ore per chunk (2.55)
Redstone ore: 29.4 ore per chunk (1.19)
Diamond ore: 3.65 ore per chunk (1.18)
Lapis Lazuli ore: 8.26 ore per chunk (2.4)
Emerald ore: 1.54 ore per chunk (not comparable except over very large areas, should be about twice as much though in Extreme Hills)
I also made similar adjustments to many other things; for example, abandoned mineshafts generate up to around y=150, 100 blocks higher than normal, although strongholds still generate at their normal depths (the one on the map is at y=12...), slimes spawn in slime chunks up to y=119 (I also has to adjust their spawn range in swamps, as they normally spawn between y=51-69), and so on.
Also, here's another look at some caves and ravines, that I've explored; I made a copy of my world and loaded it in 14w05b and used the spectate mode to make these:
In addition, this is what happens when you generate new chunks in an unmodded version (the world I'm playing is was made with the mod as I play, not pregenerated; I keep my world in a separate profile to avoid any problems like this):
(you can also see that the new stone types don't generate very high up, and the lack of coal more than halfway up, as the ores you see were generated in 14w05b since they generate offset by 8 blocks relative to chunks, leaving the edges of the world only stone, with caves the only structures generated when chunks are initially generated)
I put my mod up in the mods section; actually, I combined it with another mod I had previously uploaded and included one of my original cave generation mods (which doesn't change terrain height):
I also made a few tweaks to the triple-height mod (adjusting the cave size distribution), resulting in some changes to cave generation compared to the world download.
I have a question. Will this mod mess up my existing vanilla minecraft worlds?
As long as you don't load one while using it, which is why I suggested making a new profile, which should always be done in any case when use different versions/mods (including snapshots, as many people have recently found); I have two profiles myself, one for my main game with this mod and another for everything else.
That said, even if you did load a world by accident nothing would happen as long as you didn't generate new chunks, which would result in what you see at the end of my previous post (in that case, you could use MCEdit to delete chunks). Of course, this also assumes the world you are talking about isn't from 1.7.x, as loading a 1.7.x world in 1.6.4, either vanilla or with this mod, would cause new items and blocks to be lost in either case.
Also, if you are talking about the mod I made to fix mob spawning ranges for use with the world download (not the full mod), that shouldn't have any effect in any case as they will quickly respawn in their normal places (you'd get slimes at the surface even during the day and bats above sea level at night with no squid).
You may want to know that I just updated some stuff, including providing a version of the world without my base (note that this version is now "World" and the original version is now "World_base") as well as a MCEdit schematic of my base by itself.
In addition, I made slight changes to cave/ravine generation around the stronghold so it isn't in a big mess of caves and ravines, unlike my world (otherwise, they are the same; what I actually did was add in some temporary code to avoid the stronghold, still a few caves around it). Note: when you use Eyes of Ender, they should take you westward to the border of an ocean/desert (there is only one stronghold in the map).
It would be awesome if you could make a vanilla Minecraft version of this map.
You only need to use the seed -3627471891619146571 (default) in 1.6.4 or earlier; the map will be exactly the same from the surface, all I did was make the ground deeper and change caves/ravines/etc (note also that you can play the map in vanilla, just mind that some mob spawning ranges won't be correct for the terrain height). You can play 1.6.4 by editing your profile in the launcher and selecting the version to use (again, better to make a new profile so you don't mess things up by playing in 1.7.2+). Otherwise, there's nothing really special about this map; no villages, no temples, and so on (I actually got the seed by running AMIDST until I found what I wanted; a plains biome near/at spawn and in the middle of a large landmass, paying little attention to anything else).
Also, another seed to use is -123775873255737467 (default, pre-1.7*), which I used for my previous worlds (three worlds with the same seed, except the second and third were modded; here is a map of the first world; in this case it was from a totally random seed from when I started playing).
*Also a good seed for 1.7+ if you want a HUGE jungle biome close to spawn; just go east a few hundred blocks and you'll see what I mean.
In addition, you can also download my base by itself (link in my OP) and use MCEdit to import it.
How do you not get lost without following "torch on the right"? I HAVE gotten lost when placing torches on the right before.
Rei's Minimap helps, although it doesn't clearly show caves, except for ravines (and only if lit up), but marking the entrance with a waypoint provides a good reference point; I also sometimes dig towards a passage shown on the map to make a shortcut, but usually I don't have much of a problem even when I don't use it (e.g. I didn't use it on my first world but explored all of these caves; that's over a 2200x4000 block area).
Of course, getting lost isn't something you want in my world, as you are up to 200 blocks below the surface; even digging straight up (not recommended, though a torch at your feet will prevent suffocation from gravel) will use up most of an iron pickaxe, and half a non-Unbreaking enchanted diamond pickaxe if you do a staircase (3 blocks for every block upwards), and while the density of cave systems provides plenty of vertical interconnections they tend to form in layers with up to dozens of blocks between with only a single cave connecting them (I made a special type of cave that forms a vertical spiral for this purpose, also the only caves that break the surface, so you know they will reach the surface).
ETA: Here is a screenshot showing how cave systems are often structured; as you can see, there are caves above and below with only a "vertical cave" (as I call them) connecting them, although the locations of caves in a system are totally random, so they can have a more uniform vertical distribution, caves are also more common deeper down, as in vanilla, but with a more linear increase:
I updated the map with a few changes, as well as including a "starter" map intended for use with the full mod; this map is the basic 400x400 block area generated when a new world is created with my base.
Also, if you want to see a truly epic cave, teleport to -250, 10, -320, where you'll find an absolutely insane cave/cave system:
Here's a close-up in Unmined at slice 25 (212x186 blocks):
For comparison, this is the largest cave system I've seen in a vanilla world:
Several people have asked for a world download for the world I'm currently playing on and so I decided to provide one, almost identical (see below on MCMap and torches) to my world, including my base, except that I replaced my mod items (amethyst tools and armor and backpacks) with diamond substitutes and an Ender chest/Silk Touch pickaxe, with a few other basic items.
Downloads:
Full map with base: https://www.dropbox..../World_base.zip
Full map without base: https://www.dropbox....evozg/World.zip
Starter map with base: https://www.dropbox....World_start.zip
MCEdit schematic of base: https://www.dropbox..../Base.schematic
(full maps are ~37 MB, 1408x1408 blocks, and starter map is ~3 MB, 400x400 blocks)
Also, here is the custom resource pack I use while playing, which modifies glass, glowstone, lapis block (to the pre-1.6 texture and water (works well with Optifine's clear water setting): https://www.dropbox....esourcePack.zip
In addition, while the intent of making this a world download is to avoid having to install a mod (see below), do note that the spawning of slimes, squids, and bats will be broken; that is to say, their spawning ranges are relative to the normal sea level/average ground height of 64. I compromised by making a simple mod pack that only includes the three relevant classes (EntitySlime, EntitySquid, EntityBat), which should be compatible with many more mods (if you use other mods while playing, particularly Forge, which doesn't like base class editing but this shouldn't cause problems).
If a lack of slimes in swamps or squid in surface water doesn't bother you, you can forgo this (also only works for 1.6.4). In addition, I recommend using Optifine while playing (see the "beefy computer" warning for Amplified, which is less resource heavy), both to reduce/prevent cave-related lag and enable adjusting the cloud height to y=256 (100%), otherwise, they will be underground. Void fog is also more prevalent because caves go down to y=6, 5 layers lower than usual; Optifine also allows this to be disabled (the complete mod disables it).
With that said, you can get the complete mod (again, for 1.6.4) here (note that this is very resource heavy when generating new chunks, due to the number and size of caves and ravines, which take up a fair part of the generation of a normal world). The seed I used to make the downloadable world is -3627471891619146571.
Now, here are surface and cave maps; note that I placed a bedrock wall around the sides so you don't have to worry about falling off (it is a LONG drop down to normally generated terrain, 128 blocks):
Surface:
Caves:
Here is a comparison using the same chunk from a world with the default height of around 64 and this world, which has 128 more blocks added to the bottom (surface terrain is the same):
Here is a look at my base, from top floor to bottom:
(there should be chickens in the upper-right but they don't render here)
Also, here is what I provide in the armor/tools chest in the room you start in:
The sword (Monster Slayer) has Sharpness V, Knockback II, Unbreaking III; the pickaxe (Super Pickaxe), Efficiency V, Fortune III, Unbreaking III; the bow (Super Bow), Power V, Infinity I, Unbreaking III; the shovel (Digger), Unbreaking III; while the chestplate and leggings have Protection IV, helmet Aqua Affinity I and Respiration III, and boots Feather Falling IV (note that when I play, I only wear a chestplate and leggings, only wearing the helmet/boots when I need them - although note that some ravines are so deep that nothing can save you unless you land in water or on a ledge). I also provide a Silk Touch pickaxe (Ender Pickaxe) and an Ender chest in lieu of backpack(s). Note that the Super Pickaxe is the only one I normally use, as I get plenty of XP by mostly mining only ores and killing mobs, even with a one-unit repair cost of 37 levels.
Also, I do not provide any diamonds for repair (and don't take the diamond blocks from my bedroom/storage room), but you can follow my example when mining; if you start mining near the eastern wall at z=305 you can safely mine straight down, with a vast area with few caves to the east-southeast (there are several caves and a ravine about 10-20 blocks east) and southeast; I recommend mining at layer 6, feet position.
NB: You'll need three stacks of ladders, plus a few more, if you make a vertical mineshaft to bedrock; might also make it 1x2 so you can put water at the bottom and just jump down. The same applies to getting to the stronghold, which should be located to the west; you should also be extra sure that you've found the right location (Eyes of Ender sink into the ground).
Here are some examples of how big caves can get, although, the size is skewed towards the smaller side (for the last screenshot, Swiss cheese is an understatement):
And now here are some examples of giant ravines, which again, are mostly smaller than these examples:
Abandoned mineshafts were also modified to generate up to around y=150 instead of the normal 50 or so (more common in the lower half of this range), and have a minimum distance between them, while strongholds generate at the same depth as a normal world, but were also modified to always generate walls even in empty air, so caves don't "cut" through them (similar to mineshafts generating wooden platforms).
Note also that I modified the distribution of ores, with the following characteristics:
Iron ore: 50 veins to y=191
Gold ore: 5 veins to y=68*
Redstone ore: 8 veins to y=15 (unchanged)
Diamond ore: 1 vein to y=15 (unchanged)
Lapis Lazuli ore: 3 veins to y=63*
Emerald ore: 6-15 ore to y=64
(dirt and gravel were also increased to y=255, and silverfish stone in Extreme Hills to y=191)
*I actually coded it as 5 veins of gold over a range of 80, but part of that range is negative, so there are actually less than 5 veins on average (exactly what I did was take the normal amount of gold in caves above the lava layer and triple it). Lapis has a similar situation, with part of the range again below y=0 (I use an "if" statement to ensure no veins actually try to generate below that). Also, while the ranges of diamond and redstone are unchanged, when caving you have twice as much of their ranges exposed, and when mining, you can go all the way down to y=1 because there is only one layer of bedrock at the bottom of the world (I originally removed it and lowered lava to make more room before I increased the ground height, except I reduced the min/max of rarer ores by 5 to compensate). This is offset by having to dig down more than 3x further, and at least in my case, exploring all of a cave system.
Also, the amounts of coal and iron were nerfed a bit; normally, there are 20 veins of each over 128 and 64 blocks for coal and iron respectively, so that would be 40 and 60 based on the increases in their ranges, but I only increased it to 33 and 50, which still gives you plenty of coal and iron (I've still been mining around 500 and 200 of each per hour, pretty much the same as what I mined in a world with normal coal/iron density). Similarly, for dirt and gravel I simply doubled their ranges, as 1.7 also did, with the same number of veins, so they are half as common in a given volume, but still fairly common (the 1.8 snapshots actually halved the number of veins, resulting in just 1/4 the pre-1.7 density).
Here are some of my stats to give you an idea of the relative amounts of ores you can find by caving, note again that I explore everything from the surface downwards; the number of torches also gives you an idea of the amount of caves explored to find the given amounts of ores, you can get an idea of the number of abandoned mineshafts in the same area from the rails:
Also, if you are trying to look for a cave opening, you'll have to do some (a lot of) searching, or you can use the one I found, which is located to the southwest of my base near -150, 375; I made it so that only a special type of cave can cut through the surface, unless there is exposed stone (these caves also go down in a spiral all the way down to bedrock and make a great "central hub" to explore outwards from; their main purpose is the help ensure cave systems are interconnected across the full vertical depth, as cave systems can have large separations between layers of caves). This gives you an idea of what to look for; and yes, that's all you'll find at the surface no matter how big the cave system underneath is:
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 thought of that, but then I'd have two threads which are pretty similar.
All I actually did was make it so that most caves can only cut through stone, removing dirt and grass (caves generate before anything else underground, this is also why they don't make openings in biomes without dirt and grass at the surface, like deserts), then I added in a special type of cave that can cut through dirt and grass, with one generated per cave system, and generated in a way that they will always reach the surface and are virtually guaranteed to intersect with other caves. I also did this to ravines, although they are rarely high enough to cut through the surface in any case, much less than in vanilla.
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?
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
I mentioned the ore distribution in my post:
For comparison, here is the vanilla ore distribution:
As you can see, without my modifications even coal ore would be about 64 blocks below ground level; I suppose this could be used in a survival challenge map but otherwise this is why I find the Tunneler's Dream Superflat preset pointless (never mind that you can't have caves in Superflat). Some of the ranges may seem strange, but that is because I tripled not the whole range but the range that is normally above lava level in caves, which was also lowered to y=5 here, with the top four layers of bedrock removed (I had actually done this previously when modding caves, before I raised the ground height, to make more room for caves, except I lowered the ranges of rarer ores by 5).
This is from an analysis of the map made with MCEdit showing the relative amounts of ores, and relative to a normal world (although the values given for coal and iron in the Wiki are understated if there are no oceans, with 20-30% more; note also that a normal world only has around 55 layers of stone due to bedrock and surface cover, for a 3.3x increase in stone in this world; the removal of bedrock also explains the slight increase in diamond and redstone, which also effectively has twice the abundance in caves due to twice as many layers exposed):
I also made similar adjustments to many other things; for example, abandoned mineshafts generate up to around y=150, 100 blocks higher than normal, although strongholds still generate at their normal depths (the one on the map is at y=12...), slimes spawn in slime chunks up to y=119 (I also has to adjust their spawn range in swamps, as they normally spawn between y=51-69), and so on.
Also, here's another look at some caves and ravines, that I've explored; I made a copy of my world and loaded it in 14w05b and used the spectate mode to make these:
In addition, this is what happens when you generate new chunks in an unmodded version (the world I'm playing is was made with the mod as I play, not pregenerated; I keep my world in a separate profile to avoid any problems like this):
(you can also see that the new stone types don't generate very high up, and the lack of coal more than halfway up, as the ores you see were generated in 14w05b since they generate offset by 8 blocks relative to chunks, leaving the edges of the world only stone, with caves the only structures generated when chunks are initially generated)
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?
http://www.minecraft...in-height-mods/
I also made a few tweaks to the triple-height mod (adjusting the cave size distribution), resulting in some changes to cave generation compared to the world download.
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?
As long as you don't load one while using it, which is why I suggested making a new profile, which should always be done in any case when use different versions/mods (including snapshots, as many people have recently found); I have two profiles myself, one for my main game with this mod and another for everything else.
That said, even if you did load a world by accident nothing would happen as long as you didn't generate new chunks, which would result in what you see at the end of my previous post (in that case, you could use MCEdit to delete chunks). Of course, this also assumes the world you are talking about isn't from 1.7.x, as loading a 1.7.x world in 1.6.4, either vanilla or with this mod, would cause new items and blocks to be lost in either case.
Also, if you are talking about the mod I made to fix mob spawning ranges for use with the world download (not the full mod), that shouldn't have any effect in any case as they will quickly respawn in their normal places (you'd get slimes at the surface even during the day and bats above sea level at night with no squid).
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?
Thank you so much!
You may want to know that I just updated some stuff, including providing a version of the world without my base (note that this version is now "World" and the original version is now "World_base") as well as a MCEdit schematic of my base by itself.
In addition, I made slight changes to cave/ravine generation around the stronghold so it isn't in a big mess of caves and ravines, unlike my world (otherwise, they are the same; what I actually did was add in some temporary code to avoid the stronghold, still a few caves around it). Note: when you use Eyes of Ender, they should take you westward to the border of an ocean/desert (there is only one stronghold in the 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?
You only need to use the seed -3627471891619146571 (default) in 1.6.4 or earlier; the map will be exactly the same from the surface, all I did was make the ground deeper and change caves/ravines/etc (note also that you can play the map in vanilla, just mind that some mob spawning ranges won't be correct for the terrain height). You can play 1.6.4 by editing your profile in the launcher and selecting the version to use (again, better to make a new profile so you don't mess things up by playing in 1.7.2+). Otherwise, there's nothing really special about this map; no villages, no temples, and so on (I actually got the seed by running AMIDST until I found what I wanted; a plains biome near/at spawn and in the middle of a large landmass, paying little attention to anything else).
Also, another seed to use is -123775873255737467 (default, pre-1.7*), which I used for my previous worlds (three worlds with the same seed, except the second and third were modded; here is a map of the first world; in this case it was from a totally random seed from when I started playing).
*Also a good seed for 1.7+ if you want a HUGE jungle biome close to spawn; just go east a few hundred blocks and you'll see what I mean.
In addition, you can also download my base by itself (link in my OP) and use MCEdit to import 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?
Rei's Minimap helps, although it doesn't clearly show caves, except for ravines (and only if lit up), but marking the entrance with a waypoint provides a good reference point; I also sometimes dig towards a passage shown on the map to make a shortcut, but usually I don't have much of a problem even when I don't use it (e.g. I didn't use it on my first world but explored all of these caves; that's over a 2200x4000 block area).
Of course, getting lost isn't something you want in my world, as you are up to 200 blocks below the surface; even digging straight up (not recommended, though a torch at your feet will prevent suffocation from gravel) will use up most of an iron pickaxe, and half a non-Unbreaking enchanted diamond pickaxe if you do a staircase (3 blocks for every block upwards), and while the density of cave systems provides plenty of vertical interconnections they tend to form in layers with up to dozens of blocks between with only a single cave connecting them (I made a special type of cave that forms a vertical spiral for this purpose, also the only caves that break the surface, so you know they will reach the surface).
ETA: Here is a screenshot showing how cave systems are often structured; as you can see, there are caves above and below with only a "vertical cave" (as I call them) connecting them, although the locations of caves in a system are totally random, so they can have a more uniform vertical distribution, caves are also more common deeper down, as in vanilla, but with a more linear increase:
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?
Also, if you want to see a truly epic cave, teleport to -250, 10, -320, where you'll find an absolutely insane cave/cave system:
Here's a close-up in Unmined at slice 25 (212x186 blocks):
For comparison, this is the largest cave system I've seen in a vanilla 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?