While I'm flattered that somebody is actually interested enough in my mod, which is almost completely unknown despite being publicly available for more than 8 years (I frequently get asked if it is public or where it can be downloaded, even on the forums, where I have a descriptive link to it in my signature), to take the effort to decompile and even modify it for their own use I am absolutely against how they are doing it - they include downloads to the entire compiled version jar, which is forbidden by the EULA:
When you combine your Mod with the Minecraft software, we will call that combination a "Modded Version" of the Game. We have the final say on what constitutes a Mod and what doesn't. You may not distribute any Modded Versions of our Game or software, and we’d appreciate it if you didn’t use Mods for griefing. Basically, Mods are okay to distribute; hacked versions or Modded Versions of the Game client or server software are not okay to distribute.
Not only that, they appear to have modified the game to embed all the assets into a single jar so it doesn't need a launcher to download necessary files, and can be launched without a launcher (the contents of one of the downloads, just some "start-client" batch files and a 160 MB jar file, which is not just even the entire "minecraft.jar" (about 6.7 MB for the original 1.6.4 jar with TMCW installed; the download for TMCWv5 itself is 3.2 MB, including separate biome and cave mapping tools, Minutor definitions, etc), and they include comments like "embed all assets", and even removed/changed the "Copyright Mojang AB. Do not distribute!" message from the main menu (comparison, the original, unmodified by TMCW, is on the left and theirs is on the right).
Furthermore, they have uploaded the decompiled source for the entire game, not just the mod itself, which is also forbidden, including by the ToS of the tool I use to mod the game, Mod Coder Pack, which could also apply to many of the mod's own files as they directly modify the original sources; even if you exclude these (many mods do distribute such modified sources, e.g. Et Futurum, which is almost exclusively Mojang code, or even just by including various snippets) they are still including every single source - it should be easy enough to run a diff to see which files were modified or added (example):
You are not allowed to:
Release Minecraft versions or modifications that allow you to play without having bought Minecraft from Mojang.
Release the decompiled source code of Minecraft in any way.
And worse of all, Reddit is of no use - they actually removed this same post (anybody can just Google my username and find this as one of the first results, for all I know it has more downloads than the original mod) - and these forums are beyond dead so I have no idea where to get help or advice; I may just remove public downloads of all of my mods and that will be the end of "TheMasterCaver".
Hello TheMasterCaver, I am one of the author of the repo you linked, I have dropped you a PM (which in case you can't read it I can publish it here) explaining you the situation and the context that went into creating such project.
TLDR: We have privatized our repository now and currenty don't plan (and we might never plan) on making an actual public release of this modification, which is of course at first a modification of your own mod that we enjoyed.
I'm sorry if this has caused you any trouble and also for the delayed response, but I happen to notice the TXT file inside TMCW5 today.
Hello TheMasterCaver, I am one of the author of the repo you linked, I have dropped you a PM (which in case you can't read it I can publish it here) explaining you the situation and the context that went into creating such project.
TLDR: We have privatized our repository now and currenty don't plan (and we might never plan) on making an actual public release of this modification, which is of course at first a modification of your own mod that we enjoyed.
I'm sorry if this has caused you any trouble and also for the delayed response, but I happen to notice the TXT file inside TMCW5 today.
I saw the PM; my main concern was that you appeared to be distributing the entire game (as seen from downloads), and without the need for a launcher to run it, which as I understand is a common issue with "jar" mods in particular (I've seen many people post such mods here and elsewhere and the download was the complete Minecraft jar, I know that many people have trouble manually installing mods but I find it to be easy), and while I'm not certain about making modified sources public (other mods have done so with no repercussions, e.g. Et Futurum, and its successor, clearly states that it is mostly an adaptation of Mojang's code, and overall to a much greater extent than TMCW) it is certainly not right to include the sources for the entire game (the EULA is quite unclear on this, only stating that mods must not contain a "substantial" amount of their code/assets, and there have been debates (example1, example2) on what this means; as a result, I've only posted various small snippets/methods and my own (or nearly all original) code).
As I've previously mentioned on the PM, the git and the jar release were made to help our friends to install the mod and for them looking at the code. The repository which you happen to be found wasn't meant to be indexed and not for public access (I was surprised as well when it showed up in google).
I do understand your concern, which is the reason why we never spoke about this project publicly, as the jars you found were not ment for public release, but more of an internal release for our friends/use only.
I do not know if this project was released/forked/distributed in any other place but whenever we will make a public release of our code, which we actually don't plan to, we will do it in a way that honors the EULA and not in the way we have currently designed.
One thing I'm really curious about is how you've rewritten the renderer and sound engine; you say this is out of scope but rewriting the game to be as efficient as possible is half of what TMCW is about, and indeed, I've spent more time on refactoring the code and fixing bugs than adding actual new content (in particular, virtually the entire world generation system has been rewritten and is faster than vanilla despite being far more complex). I know there are various issues with the renderer (e.g. poor support/performance on non-NVIDIA GPUs, it even uses some NVIDIA-specific OpenGL calls (e.g. NV_FOG_DISTANCE ("fancy" fog) and occlusion queries, which don't work well on Intel/AMD), and aside from that anybody who has an Intel GPU hasn't been able to play older versions for the past year without downgrading their drivers, which is not a long-term fix*) and sound (e.g. MC-9974; I've only very rarely had issues but other people have sound errors nearly every time they launch the game).
*Interestingly, this issue only seems to affect 1.0.0 to 1.7.10; older (Alpha/Beta versions) seem to be unaffected, suggesting that these versions use some OpenGL calls that the latest Intel drivers do not like. Aside from that, there is little obligation to keep supporting OpenGL functions which were officially deprecated nearly 15 years ago- it would obviously affect me very severely if they just decided to drop support altogether.
That said, I've considered optimizations but not implemented them because they would involve a lot of changes and/or were not really important (e.g. make "EntityFX" its own separate class, as was done in 1.8, but this means every class that extends it would be affected; as is, leaving "datawatcher" and some other unused fields null, and moving fields only used by a few types of particle to their own classes, which happened to be ones I'd already modified/replaced, and assigning the World.rand instance to Entity.rand cut the size down by about 3-fold, as reported by VisualVM, which is still significant).
While not officially supported I've also included checks for whether the game is in singleplayer; adding a custom packet for more complex particles, and one for the "attack penalty" counter (there are two components to this; one server-side for actual attacks and one client-side for missed hits; EntityPlayer should also store the actual counter), and adding statistics for "mobs killed" would make those multiplayer compatible (I just rely on the client and server running in the same process as this was the easiest way to fix them and/or keeping the amount of modified classes down; there is World.playAuxSFX for particles, which I've used for some of my own, but it only accepts an ID and a 32 bit "data" field, which is not enough for all particles. The blocks mined in the current session part of "BlocksMined" can be made multiplayer compatible by tracking the increase in the client-side stats (I'd originally added this long before I added the part that reads the stats to track the overall totals).
One thing I'm really curious about is how you've rewritten the renderer and sound engine; you say this is out of scope but rewriting the game to be as efficient as possible is half of what TMCW is about, and indeed, I've spent more time on refactoring the code and fixing bugs than adding actual new content (in particular, virtually the entire world generation system has been rewritten and is faster than vanilla despite being far more complex). I know there are various issues with the renderer (e.g. poor support/performance on non-NVIDIA GPUs, it even uses some NVIDIA-specific OpenGL calls (e.g. NV_FOG_DISTANCE ("fancy" fog) and occlusion queries, which don't work well on Intel/AMD), and aside from that anybody who has an Intel GPU hasn't been able to play older versions for the past year without downgrading their drivers, which is not a long-term fix*) and sound (e.g. MC-9974; I've only very rarely had issues but other people have sound errors nearly every time they launch the game).
*Interestingly, this issue only seems to affect 1.0.0 to 1.7.10; older (Alpha/Beta versions) seem to be unaffected, suggesting that these versions use some OpenGL calls that the latest Intel drivers do not like. Aside from that, there is little obligation to keep supporting OpenGL functions which were officially deprecated nearly 15 years ago- it would obviously affect me very severely if they just decided to drop support altogether.
That said, I've considered optimizations but not implemented them because they would involve a lot of changes and/or were not really important (e.g. make "EntityFX" its own separate class, as was done in 1.8, but this means every class that extends it would be affected; as is, leaving "datawatcher" and some other unused fields null, and moving fields only used by a few types of particle to their own classes, which happened to be ones I'd already modified/replaced, and assigning the World.rand instance to Entity.rand cut the size down by about 3-fold, as reported by VisualVM, which is still significant).
While not officially supported I've also included checks for whether the game is in singleplayer; adding a custom packet for more complex particles, and one for the "attack penalty" counter (there are two components to this; one server-side for actual attacks and one client-side for missed hits; EntityPlayer should also store the actual counter), and adding statistics for "mobs killed" would make those multiplayer compatible (I just rely on the client and server running in the same process as this was the easiest way to fix them and/or keeping the amount of modified classes down; there is World.playAuxSFX for particles, which I've used for some of my own, but it only accepts an ID and a 32 bit "data" field, which is not enough for all particles. The blocks mined in the current session part of "BlocksMined" can be made multiplayer compatible by tracking the increase in the client-side stats (I'd originally added this long before I added the part that reads the stats to track the overall totals).
So, we haven't started the rendering update yet (neither the sound tbh) because Minecraft needs some preliminary step in doing so, let me explain.
General Minecraft uses LWJGL2 which is a deprecated library, it generally doesn't allow us to access for example bgfx or things like that (Mojang also did a bunch of workarounds for MacOS mouse input)
Our plan was to first switch TMCW5 to LWJGL3, this would allow us proper window managment with glfw and we have already rewritten the input system of minecraft to potentially allow controllers to work as well (with some abstractions to the mouse movement axe), once LWJGL3 is properly taken care of, the core idea is to remove OpenGL1 entirely and switch to bgfx (a crossplatform multithread render library) which is properly wrapped by LWJGL3, this would require a major rewrite of the render pipeline (as we have to introduce basic vertex and fragment shader) but it would also allow (or at least I plan to implement) Optifine shader support (eg: SEUS on TMCW). For the audio we do plan on removing paulscode library and switch to a new library (which I don't remember the name now).
PS: I barely use this forum (I also don't get notifications of when someone answers this post) so sorry for the delay
PPS: If you want, for some reason, seeing our progress/code we can create you an account in our private git. (for legal reason we still cant publish it)
What exactly is the reason for the interest in TMCW, and taking all the effort to basically rewrite the game? There are thousands of mods with many of the same features (biomes, mobs, mechanics, etc, plus many of TMCW's features can be found in newer versions), including mods for newer versions; it'd likely be easier to just optimize a modern version and add specific features that aren't in any other mod, and even without such a rewrite the nature of TMCW makes it difficult to add any other mods to it (as opposed to Forge/Fabric mods, including mods like Sodium which extensively rewrite the rendering engine to use even newer OpenGL features than 1.17+ does; e.g. this example shows the game going from 35 FPS to 400+ FPS at a very high render distance).
Otherwise, TMCW is so little-known that I doubt that more than a few hundred people have ever downloaded it, less than many conceptually similar mods for Beta versions, which have a larger playerbase than 1.6.4 if dedicated sites like r/GoldenAgeMinecraft are any indication (well, maybe more given that the thread has close to 100,000 views but Dropbox doesn't keep track and it took 6 months for anybody to report a bug with the wall recipe (I never noticed myself as I never crafted any, and apparently forgot to test them after I refactored the recipes to use a single class, the idea being that the game doesn't need to check 16 separate recipes as I've heard of issues with mods that add a lot), and people still ask me about what mods I use and where they can be downloaded, or if they are even public - even on these forums, despite the link being right there in my signature).
The only mention of it, or even my name really, besides my own posts on these forums and Reddit include a single YouTube channel (they posted a tutorial on how to install it in MultiMC, as well as a few timelapses of building something which may as well be done in vanilla) and some weird "random text" sites (IDK what they are but they are a jumble of text pulled from many different pages), or a related mod I made for 1.7.10, "TheMasterCaver's World Underground", which only includes the caves (Google currently claims to have only 8 results (sites) for either "TheMasterCaver" or "TheMasterCaver's World" (16 for my name if you omit quotes but many of the additional ones are irrelevant); most annoyingly, the first result for my name (within this site) is for my long-obsolete "mods and tweaks" thread).
What exactly is the reason for the interest in TMCW, and taking all the effort to basically rewrite the game? There are thousands of mods with many of the same features (biomes, mobs, mechanics, etc, plus many of TMCW's features can be found in newer versions), including mods for newer versions; it'd likely be easier to just optimize a modern version and add specific features that aren't in any other mod, and even without such a rewrite the nature of TMCW makes it difficult to add any other mods to it (as opposed to Forge/Fabric mods, including mods like Sodium which extensively rewrite the rendering engine to use even newer OpenGL features than 1.17+ does; e.g. this example shows the game going from 35 FPS to 400+ FPS at a very high render distance).
Otherwise, TMCW is so little-known that I doubt that more than a few hundred people have ever downloaded it, less than many conceptually similar mods for Beta versions, which have a larger playerbase than 1.6.4 if dedicated sites like r/GoldenAgeMinecraft are any indication (well, maybe more given that the thread has close to 100,000 views but Dropbox doesn't keep track and it took 6 months for anybody to report a bug with the wall recipe (I never noticed myself as I never crafted any, and apparently forgot to test them after I refactored the recipes to use a single class, the idea being that the game doesn't need to check 16 separate recipes as I've heard of issues with mods that add a lot), and people still ask me about what mods I use and where they can be downloaded, or if they are even public - even on these forums, despite the link being right there in my signature).
The only mention of it, or even my name really, besides my own posts on these forums and Reddit include a single YouTube channel (they posted a tutorial on how to install it in MultiMC, as well as a few timelapses of building something which may as well be done in vanilla) and some weird "random text" sites (IDK what they are but they are a jumble of text pulled from many different pages), or a related mod I made for 1.7.10, "TheMasterCaver's World Underground", which only includes the caves (Google currently claims to have only 8 results (sites) for either "TheMasterCaver" or "TheMasterCaver's World" (16 for my name if you omit quotes but many of the additional ones are irrelevant); most annoyingly, the first result for my name (within this site) is for my long-obsolete "mods and tweaks" thread).
We and our friends loved your mod because of the features and how surprisingly slim it was. We belive, for example, that the cave generation is fairly more superior than the modern version of Minecraft (we did in fact read all of the posts in regards of that). The idea of playing with our friends with this mod was very appealing, considering the server runs on around 32MB of RAM. By fact, the first ever commit was simply integrating the dedicated server ui to TMCW. We enjoyed modifying the Minecraft codebase and begin thinking of new ways to improve it (MC 1.6 and TMCW in parcular is more efficent and fast than current ver of MC) and we also though of the idea of having mod in a similar fashion to Spoutcraft. Specifically for me, TMCW was the "excuse" I was waiting for revising my Java skills and I have enjoyed working with Minecraft internals.
Recently I came across the following:
https://git.ignuranza.net/mcforks/TMCW (screen capture)
While I'm flattered that somebody is actually interested enough in my mod, which is almost completely unknown despite being publicly available for more than 8 years (I frequently get asked if it is public or where it can be downloaded, even on the forums, where I have a descriptive link to it in my signature), to take the effort to decompile and even modify it for their own use I am absolutely against how they are doing it - they include downloads to the entire compiled version jar, which is forbidden by the EULA:
Not only that, they appear to have modified the game to embed all the assets into a single jar so it doesn't need a launcher to download necessary files, and can be launched without a launcher (the contents of one of the downloads, just some "start-client" batch files and a 160 MB jar file, which is not just even the entire "minecraft.jar" (about 6.7 MB for the original 1.6.4 jar with TMCW installed; the download for TMCWv5 itself is 3.2 MB, including separate biome and cave mapping tools, Minutor definitions, etc), and they include comments like "embed all assets", and even removed/changed the "Copyright Mojang AB. Do not distribute!" message from the main menu (comparison, the original, unmodified by TMCW, is on the left and theirs is on the right).
Furthermore, they have uploaded the decompiled source for the entire game, not just the mod itself, which is also forbidden, including by the ToS of the tool I use to mod the game, Mod Coder Pack, which could also apply to many of the mod's own files as they directly modify the original sources; even if you exclude these (many mods do distribute such modified sources, e.g. Et Futurum, which is almost exclusively Mojang code, or even just by including various snippets) they are still including every single source - it should be easy enough to run a diff to see which files were modified or added (example):
And worse of all, Reddit is of no use - they actually removed this same post (anybody can just Google my username and find this as one of the first results, for all I know it has more downloads than the original mod) - and these forums are beyond dead so I have no idea where to get help or advice; I may just remove public downloads of all of my mods and that will be the end of "TheMasterCaver".
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 thats rough
sorry bro
Fools think their own way, but the wise follow others. -Proverbs 12:15
Hello TheMasterCaver, I am one of the author of the repo you linked, I have dropped you a PM (which in case you can't read it I can publish it here) explaining you the situation and the context that went into creating such project.
TLDR: We have privatized our repository now and currenty don't plan (and we might never plan) on making an actual public release of this modification, which is of course at first a modification of your own mod that we enjoyed.
I'm sorry if this has caused you any trouble and also for the delayed response, but I happen to notice the TXT file inside TMCW5 today.
I saw the PM; my main concern was that you appeared to be distributing the entire game (as seen from downloads), and without the need for a launcher to run it, which as I understand is a common issue with "jar" mods in particular (I've seen many people post such mods here and elsewhere and the download was the complete Minecraft jar, I know that many people have trouble manually installing mods but I find it to be easy), and while I'm not certain about making modified sources public (other mods have done so with no repercussions, e.g. Et Futurum, and its successor, clearly states that it is mostly an adaptation of Mojang's code, and overall to a much greater extent than TMCW) it is certainly not right to include the sources for the entire game (the EULA is quite unclear on this, only stating that mods must not contain a "substantial" amount of their code/assets, and there have been debates (example1, example2) on what this means; as a result, I've only posted various small snippets/methods and my own (or nearly all original) code).
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 I've previously mentioned on the PM, the git and the jar release were made to help our friends to install the mod and for them looking at the code. The repository which you happen to be found wasn't meant to be indexed and not for public access (I was surprised as well when it showed up in google).
I do understand your concern, which is the reason why we never spoke about this project publicly, as the jars you found were not ment for public release, but more of an internal release for our friends/use only.
I do not know if this project was released/forked/distributed in any other place but whenever we will make a public release of our code, which we actually don't plan to, we will do it in a way that honors the EULA and not in the way we have currently designed.
One thing I'm really curious about is how you've rewritten the renderer and sound engine; you say this is out of scope but rewriting the game to be as efficient as possible is half of what TMCW is about, and indeed, I've spent more time on refactoring the code and fixing bugs than adding actual new content (in particular, virtually the entire world generation system has been rewritten and is faster than vanilla despite being far more complex). I know there are various issues with the renderer (e.g. poor support/performance on non-NVIDIA GPUs, it even uses some NVIDIA-specific OpenGL calls (e.g. NV_FOG_DISTANCE ("fancy" fog) and occlusion queries, which don't work well on Intel/AMD), and aside from that anybody who has an Intel GPU hasn't been able to play older versions for the past year without downgrading their drivers, which is not a long-term fix*) and sound (e.g. MC-9974; I've only very rarely had issues but other people have sound errors nearly every time they launch the game).
*Interestingly, this issue only seems to affect 1.0.0 to 1.7.10; older (Alpha/Beta versions) seem to be unaffected, suggesting that these versions use some OpenGL calls that the latest Intel drivers do not like. Aside from that, there is little obligation to keep supporting OpenGL functions which were officially deprecated nearly 15 years ago- it would obviously affect me very severely if they just decided to drop support altogether.
That said, I've considered optimizations but not implemented them because they would involve a lot of changes and/or were not really important (e.g. make "EntityFX" its own separate class, as was done in 1.8, but this means every class that extends it would be affected; as is, leaving "datawatcher" and some other unused fields null, and moving fields only used by a few types of particle to their own classes, which happened to be ones I'd already modified/replaced, and assigning the World.rand instance to Entity.rand cut the size down by about 3-fold, as reported by VisualVM, which is still significant).
While not officially supported I've also included checks for whether the game is in singleplayer; adding a custom packet for more complex particles, and one for the "attack penalty" counter (there are two components to this; one server-side for actual attacks and one client-side for missed hits; EntityPlayer should also store the actual counter), and adding statistics for "mobs killed" would make those multiplayer compatible (I just rely on the client and server running in the same process as this was the easiest way to fix them and/or keeping the amount of modified classes down; there is World.playAuxSFX for particles, which I've used for some of my own, but it only accepts an ID and a 32 bit "data" field, which is not enough for all particles. The blocks mined in the current session part of "BlocksMined" can be made multiplayer compatible by tracking the increase in the client-side stats (I'd originally added this long before I added the part that reads the stats to track the overall totals).
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?
So, we haven't started the rendering update yet (neither the sound tbh) because Minecraft needs some preliminary step in doing so, let me explain.
General Minecraft uses LWJGL2 which is a deprecated library, it generally doesn't allow us to access for example bgfx or things like that (Mojang also did a bunch of workarounds for MacOS mouse input)
Our plan was to first switch TMCW5 to LWJGL3, this would allow us proper window managment with glfw and we have already rewritten the input system of minecraft to potentially allow controllers to work as well (with some abstractions to the mouse movement axe), once LWJGL3 is properly taken care of, the core idea is to remove OpenGL1 entirely and switch to bgfx (a crossplatform multithread render library) which is properly wrapped by LWJGL3, this would require a major rewrite of the render pipeline (as we have to introduce basic vertex and fragment shader) but it would also allow (or at least I plan to implement) Optifine shader support (eg: SEUS on TMCW). For the audio we do plan on removing paulscode library and switch to a new library (which I don't remember the name now).
PS: I barely use this forum (I also don't get notifications of when someone answers this post) so sorry for the delay
PPS: If you want, for some reason, seeing our progress/code we can create you an account in our private git. (for legal reason we still cant publish it)
What exactly is the reason for the interest in TMCW, and taking all the effort to basically rewrite the game? There are thousands of mods with many of the same features (biomes, mobs, mechanics, etc, plus many of TMCW's features can be found in newer versions), including mods for newer versions; it'd likely be easier to just optimize a modern version and add specific features that aren't in any other mod, and even without such a rewrite the nature of TMCW makes it difficult to add any other mods to it (as opposed to Forge/Fabric mods, including mods like Sodium which extensively rewrite the rendering engine to use even newer OpenGL features than 1.17+ does; e.g. this example shows the game going from 35 FPS to 400+ FPS at a very high render distance).
Otherwise, TMCW is so little-known that I doubt that more than a few hundred people have ever downloaded it, less than many conceptually similar mods for Beta versions, which have a larger playerbase than 1.6.4 if dedicated sites like r/GoldenAgeMinecraft are any indication (well, maybe more given that the thread has close to 100,000 views but Dropbox doesn't keep track and it took 6 months for anybody to report a bug with the wall recipe (I never noticed myself as I never crafted any, and apparently forgot to test them after I refactored the recipes to use a single class, the idea being that the game doesn't need to check 16 separate recipes as I've heard of issues with mods that add a lot), and people still ask me about what mods I use and where they can be downloaded, or if they are even public - even on these forums, despite the link being right there in my signature).
The only mention of it, or even my name really, besides my own posts on these forums and Reddit include a single YouTube channel (they posted a tutorial on how to install it in MultiMC, as well as a few timelapses of building something which may as well be done in vanilla) and some weird "random text" sites (IDK what they are but they are a jumble of text pulled from many different pages), or a related mod I made for 1.7.10, "TheMasterCaver's World Underground", which only includes the caves (Google currently claims to have only 8 results (sites) for either "TheMasterCaver" or "TheMasterCaver's World" (16 for my name if you omit quotes but many of the additional ones are irrelevant); most annoyingly, the first result for my name (within this site) is for my long-obsolete "mods and tweaks" thread).
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?
We and our friends loved your mod because of the features and how surprisingly slim it was. We belive, for example, that the cave generation is fairly more superior than the modern version of Minecraft (we did in fact read all of the posts in regards of that). The idea of playing with our friends with this mod was very appealing, considering the server runs on around 32MB of RAM. By fact, the first ever commit was simply integrating the dedicated server ui to TMCW. We enjoyed modifying the Minecraft codebase and begin thinking of new ways to improve it (MC 1.6 and TMCW in parcular is more efficent and fast than current ver of MC) and we also though of the idea of having mod in a similar fashion to Spoutcraft. Specifically for me, TMCW was the "excuse" I was waiting for revising my Java skills and I have enjoyed working with Minecraft internals.