The Suggestions for the Master Caver's World Mod thread.
Post here your ideas for TMCW!
Here are some of mine
a working version 3 for mac
mountains higher than y=128 in some biomes
some treeless, field-like spaces in forested biomes
less dull grass colors in some biomes (f.e. ocean, lake, bushlands, forest mountains)
no palm trees generating on beaches next to snowy biomes
a biome with many stone and dirt patches, with birch and spruce trees
generating (birch trees usually grow in somewhat colder, rocky areas: in
Sweden, there are for example forests with spruce and birch trees on a
rocky dirt-covered underground)
in colder biomes, snow generating at mountain peaks (but not as low as in EH
vanilla), and a tree line so trees can't generate on top of the highest
mountains (but not in al; biomes)
villages generating in mega tree plains
a flatter technical biome in extreme hills where villages can generate
(villages are a bit too rare imo, but I haven't played v3 with savannas)
volcanoes generating in volcanic wastelands: a extremely high mountain, which is
hollow and filled with lava: valuable ores should generate inside of the
volcano, completely covered in lava
a fix of the desert temple bug which appears in vanilla: desert temples
only generate at y=64, so when there is a lake or mountain in a desert,
they'll still generate at y=64; desert temples in more desert variants
would also be nice (I haven't found a single desert temple yet)
slightly less ores in normal biomes and slightly more ores in hilly variants (I don't think this will be implemented)
instead of the small patches of granite/diorite/andesite, way larger but rarer ones
extremely rare and extremely large craters (as big as you posted on page 6, but
not part of cave generations), like if a meteorite came down there, with
lava, some stone variants, perhaps with some valuables
stalactites/stalagmites generating in some the largest caves (only in certain biomes?!)
I'm not sure how to fix the first one; since the jar I sent you for version 2 appears to work it is more of an issue installing the mod on a Mac; otherwise, Java should be able to run on any platform (if somebody could post mod installation instructions, and perhaps even add them to this page that would be great).
As for some of the other suggestions, the whole mod was pretty much made for my own use, as I even stated on the thread and I'm not really open to adding features sugguested by other people. That said, some of the issues, such as villages being too rare, were partially addressed by reducing the spacing between structures (villages, temples), from 8-32 chunks in vanilla (average 20) to 8-20 chunks (average 14), which when applied in two dimensions results in an increase of (20 / 14)^2 or about twice the density (this can easily be seen on Superflat). A further reduction would tend to result in multiple structures in the same biome. Also, I excluded them from a 32 chunk radius of the origin (circular, so they can generate at e.g. chunk 23, 23 = 368, 368); a similar exclusion is applied to abandoned mineshafts and caves (limited max size for both, vanilla reduces the frequency of mineshafts down to none at the origin). I could remove the restructions for villages and temples; I mainly added that because I didn't want to spawn next to a village and have some exploring to do before finding a temple (I did find a jungle temple in a world I'm playing in, at -635, 760).
Note that while villages can't generate in anything other than plains, desert (savanna) you can find regular desert in mountainous deserts and plains in hilly plains and several other biomes, in a similar manner to lakes (generated as an actual sub-biome, not just underwater land), although those are probably too small.
The exact frequency of structures can be calculated as (for TMCW3) (valid biomes / sum of biome weights * 4 = chance of a biome) * (structure incidence relative to vanilla), which gives 1 in 13.125 for temples and 1 in 4.375 for villages, compared to 1 in 7 and 1 in 3.5 in vanilla. It is still probably easier to find them than in 1.7, where you can have very large areas without any suitable biomes (conversely, villages can be very common in hot areas).
I could easily prevent palm trees from generating next to snowy biomes by adding a variant of beach that generates next to them, in a similar manner to frozen rivers generating in snowy biomes (in this case, the only difference being a flag telling whether palm trees can generate). Actually, this just gave me an idea - what about gravel beaches next to cold biomes?
Regarding desert temples, I believe it was intended for them to become buried under sand, as if they have been around for a long time; their fixed height generation is more of an issue in Superflat (villages actually do this as well, but their "base height" is reduced to 4).
While not perhaps exactly what you are talking about, the higher mountains in volcanic wastelands usually have lava lakes at the top; this isn't guaranteed due to random generation but it usually gives the same effect:
I'm not sure how to fix the first one; since the jar I sent you for version 2 appears to work it is more of an issue installing the mod on a Mac; otherwise, Java should be able to run on any platform (if somebody could post mod installation instructions, and perhaps even add them to this page that would be great).
I think I messed up something with Meta-inf and/or net. Could you please PM me what I have to do with those folders?
As for some of the other suggestions, the whole mod was pretty much made for my own use. It was originally for personal use, but it's now a downloadable mod as I even stated on the thread and I'm not really open to adding features sugguested by other people. That said, some of the issues, such as villages being too rare, were partially addressed by reducing the spacing between structures (villages, temples), from 8-32 chunks in vanilla (average 20) to 8-20 chunks (average 14), which when applied in two dimensions results in an increase of (20 / 14)^2 or about twice the density (this can easily be seen on Superflat). Didn't know that. A further reduction would tend to result in multiple structures in the same biome. Also, I excluded them from a 32 chunk radius of the origin (circular, so they can generate at e.g. chunk 23, 23 = 368, 368); a similar exclusion is applied to abandoned mineshafts and caves (limited max size for both, vanilla reduces the frequency of mineshafts down to none at the origin). I could remove the restructions for villages and temples; I mainly added that because I didn't want to spawn next to a village and have some exploring to do before finding a temple (I did find a jungle temple in a world I'm playing in, at -635, 760). I've found a jungle temple too, I didn't find villages/desert temples. And abandoned mineshaft are easy to find. In multiple worlds it took two minutes to find one.
Note that while villages can't generate in anything other than plains, desert (savanna) you can find regular desert in mountainous deserts and plains in hilly plains and several other biomes, in a similar manner to lakes (generated as an actual sub-biome, not just underwater land), although those are probably too small.
The exact frequency of structures can be calculated as (for TMCW3) (valid biomes / sum of biome weights * 4 = chance of a biome) * (structure incidence relative to vanilla), which gives 1 in 13.125 for temples and 1 in 4.375 for villages, compared to 1 in 7 and 1 in 3.5 in vanilla. It is still probably easier to find them than in 1.7, where you can have very large areas without any suitable biomes (conversely, villages can be very common in hot areas). Looking for villages in 1.7 or 1.8 = looking for hot areas. Exploring like that isn't possible with this mod, because of random biome placement.
I could easily prevent palm trees from generating next to snowy biomes by adding a variant of beach that generates next to them, in a similar manner to frozen rivers generating in snowy biomes (in this case, the only difference being a flag telling whether palm trees can generate). Actually, this just gave me an idea - what about gravel beaches next to cold biomes? Bring back gravel beaches. Yes please!
Regarding desert temples, I believe it was intended for them to become buried under sand, as if they have been around for a long time; their fixed height generation is more of an issue in Superflat (villages actually do this as well, but their "base height" is reduced to 4).
While not perhaps exactly what you are talking about, the higher mountains in volcanic wastelands usually have lava lakes at the top; this isn't guaranteed due to random generation but it usually gives the same effect:
I'd like to see reaaaally deep pits (50 blocks or so), filled with lava and some valuables covered in lava. That was what I had in mind, but I didn't write it that way down...
I've considered removing the restriction on structures close to the origin, which significantly increases the chances of spawning near one; otherwise, you have to have an ocean spawn and happen to spawn on one of the islands I added (which is less likely to be a suitable biome as the algorithm only looks for grass blocks if it can't find a "spawn biome" nearby; these biomes are plains, forest(hills), taiga(hills) and jungle(hills), unchanged from vanilla; of note 1.7-1.8 still has these same biomes as well, this is also why you sometimes get the warning "unable to find spawn biome" in the console).
For example, when I remove this restriction a recreation of the world I'm playing on now has two villages near spawn (this change would have no effect on already generated chunks so it is only an issue of recreating the world, there are also some other minor changes as a result, such as no lakes near villages; unlike vanilla though I let them spawn below the surface, including water lakes under deserts):
Something else I've been wondering about - how well balanced do you think amethyst is? Considering it is only a more durable equivalent of diamond I'm wondering if you think it is too rare/hard to enchant/etc. I mainly made it so I could have something "special" and made it rare enough so that I only find just enough for repairs (without requiring Fortune), I also add 10 to the level cost per unit when repairing, making most items impossible to repair with more than one unit (and in some cases making it worse than diamond in terms of durability per repair; for example, an Efficiency V, Unbreaking III diamond pickaxe can be fully repaired with a new pickaxe, restoring up to 6,248 uses, while the same amethyst pickaxe can only be repaired with one unit, restoring 4,684 uses) and limiting enchantments (though I think that is more balancing, particularly compared to 1.8, which removed all durability costs and only charges enchantment costs when combining items).
Locked because the thread is completely redundant.
The reason being is that there's already a thread for the mod, this is asking for mod ideas for a mod that has already been released while not asking for ideas in their own thread like they are supposed to do, if they would like.
To clarify, if you ask for mod ideas in your own mod's thread, it's not violating any rules at all, however threads like this (and plenty more), are violating section rules.
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The Suggestions for the Master Caver's World Mod thread.
Post here your ideas for TMCW!
Here are some of mine
Sweden, there are for example forests with spruce and birch trees on a
rocky dirt-covered underground)
mountains (but not in al; biomes)
volcano, completely covered in lava
they'll still generate at y=64; desert temples in more desert variants
would also be nice (I haven't found a single desert temple yet)
lava, some stone variants, perhaps with some valuables
I'm not sure how to fix the first one; since the jar I sent you for version 2 appears to work it is more of an issue installing the mod on a Mac; otherwise, Java should be able to run on any platform (if somebody could post mod installation instructions, and perhaps even add them to this page that would be great).
As for some of the other suggestions, the whole mod was pretty much made for my own use, as I even stated on the thread and I'm not really open to adding features sugguested by other people. That said, some of the issues, such as villages being too rare, were partially addressed by reducing the spacing between structures (villages, temples), from 8-32 chunks in vanilla (average 20) to 8-20 chunks (average 14), which when applied in two dimensions results in an increase of (20 / 14)^2 or about twice the density (this can easily be seen on Superflat). A further reduction would tend to result in multiple structures in the same biome. Also, I excluded them from a 32 chunk radius of the origin (circular, so they can generate at e.g. chunk 23, 23 = 368, 368); a similar exclusion is applied to abandoned mineshafts and caves (limited max size for both, vanilla reduces the frequency of mineshafts down to none at the origin). I could remove the restructions for villages and temples; I mainly added that because I didn't want to spawn next to a village and have some exploring to do before finding a temple (I did find a jungle temple in a world I'm playing in, at -635, 760).
Note that while villages can't generate in anything other than plains, desert (savanna) you can find regular desert in mountainous deserts and plains in hilly plains and several other biomes, in a similar manner to lakes (generated as an actual sub-biome, not just underwater land), although those are probably too small.
The exact frequency of structures can be calculated as (for TMCW3) (valid biomes / sum of biome weights * 4 = chance of a biome) * (structure incidence relative to vanilla), which gives 1 in 13.125 for temples and 1 in 4.375 for villages, compared to 1 in 7 and 1 in 3.5 in vanilla. It is still probably easier to find them than in 1.7, where you can have very large areas without any suitable biomes (conversely, villages can be very common in hot areas).
I could easily prevent palm trees from generating next to snowy biomes by adding a variant of beach that generates next to them, in a similar manner to frozen rivers generating in snowy biomes (in this case, the only difference being a flag telling whether palm trees can generate). Actually, this just gave me an idea - what about gravel beaches next to cold biomes?
Regarding desert temples, I believe it was intended for them to become buried under sand, as if they have been around for a long time; their fixed height generation is more of an issue in Superflat (villages actually do this as well, but their "base height" is reduced to 4).
While not perhaps exactly what you are talking about, the higher mountains in volcanic wastelands usually have lava lakes at the top; this isn't guaranteed due to random generation but it usually gives the same effect:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my flagship mod which combines my own ideas with 1.7+ features, with emphasis on underground content.
Why do I still play in 1.6.4?
My text is in bold.
I've considered removing the restriction on structures close to the origin, which significantly increases the chances of spawning near one; otherwise, you have to have an ocean spawn and happen to spawn on one of the islands I added (which is less likely to be a suitable biome as the algorithm only looks for grass blocks if it can't find a "spawn biome" nearby; these biomes are plains, forest(hills), taiga(hills) and jungle(hills), unchanged from vanilla; of note 1.7-1.8 still has these same biomes as well, this is also why you sometimes get the warning "unable to find spawn biome" in the console).
For example, when I remove this restriction a recreation of the world I'm playing on now has two villages near spawn (this change would have no effect on already generated chunks so it is only an issue of recreating the world, there are also some other minor changes as a result, such as no lakes near villages; unlike vanilla though I let them spawn below the surface, including water lakes under deserts):
Something else I've been wondering about - how well balanced do you think amethyst is? Considering it is only a more durable equivalent of diamond I'm wondering if you think it is too rare/hard to enchant/etc. I mainly made it so I could have something "special" and made it rare enough so that I only find just enough for repairs (without requiring Fortune), I also add 10 to the level cost per unit when repairing, making most items impossible to repair with more than one unit (and in some cases making it worse than diamond in terms of durability per repair; for example, an Efficiency V, Unbreaking III diamond pickaxe can be fully repaired with a new pickaxe, restoring up to 6,248 uses, while the same amethyst pickaxe can only be repaired with one unit, restoring 4,684 uses) and limiting enchantments (though I think that is more balancing, particularly compared to 1.8, which removed all durability costs and only charges enchantment costs when combining items).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my flagship mod which combines my own ideas with 1.7+ features, with emphasis on underground content.
Why do I still play in 1.6.4?
I think some desert variation would like nice. these pictures for example?
Yes, those would be nice. Not every desert is a sandy area without (living*) vegetation.
*: dead bushes don't count, as they are dead.
Locked because the thread is completely redundant.
The reason being is that there's already a thread for the mod, this is asking for mod ideas for a mod that has already been released while not asking for ideas in their own thread like they are supposed to do, if they would like.
To clarify, if you ask for mod ideas in your own mod's thread, it's not violating any rules at all, however threads like this (and plenty more), are violating section rules.