Increase terrain height: To me, mining is one of Minecraft's main parts. The underground is half the game, and mining is half of the game's title! But when the underground is only, like, 60-ish blocks deep, wtf is the point? I'm glad 1.7 utilized that doubled world height and doubled how tall the terrain is, and 1.18 increased the world height by a third (both sky limit and terrain height). Now, the world is optimally deep enough. But I want this in 1.6.4.
Increased sky limit: Like mining, building is another huge part of the game. And like mining, we need optimal space to allow the player to build whatever they want. As the terrain height is increased, the size of the open world decreases. But I want the build limit to be increased drastically. In theory, this shouldn't impact performance too much, right? The world isn't rendering anything in the sky, so why would an increased build limit impact game performance all that much?
MasterCaver's mod increases terrain height in 1.6.4. I'm not aware of anything that increases the sky limit. Cubic Chunks only goes back to 1.10.
The problem with sky limit is not performance but save file compatibility and hardcoded references in the code. The save format doesn't allow a way to describe something above 256. So a modder would have to develop a new save file system, and patch all the code to use the higher limit. Lots, lots of work, and massive incompatibilities with existing mods.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I know you messaged me about increasing the height limit/ground depth in TMCW but as Zeno said it simply isn't an easy task and I'd need the incentive to make all the massive changes myself (mod compatibility isn't an issue but I do want compatibility with mapping tools and MCEdit), even if they might look more interesting I don't really see the appeal of like 200 block deep caves or ravines from an exploration standpoint (imagine me lighting up their ceilings, and a fall would be guaranteed death without a lucky water bucket placement, in fact, in vanilla 1.6.4 maxed-out fall damage (random 52-80% damage reduction) only guarantees survival from a 44-45 block fall, 103 with the max 80% damage reduction, constant since 1.9, TMCW also makes it constant, at 75% or a 83 block fall).
I also explore so slowly that even with the default biome size it can take days to clear out a single biome; I did once make mods that doubled or tripled the ground depth (which is entirely practical to do in 1.6.4, leaving 64 and 0 blocks of space above the highest terrain, which can be simply lifted up post-generation. TMCW would only work with up to double the depth due to terrain reaching up to y=192, and in any case the usable space is above sea level is decreased) There is also the issue of variety in mining, I simply scaled up the ranges of all ores so you only had coal and iron over half the ground depth and the time taken to explore a single cubed-up cave system (they were still more like vanilla back then, I really only made ravines larger with the rare giant cave) was such that I could spend multiple sessions (many hours) just exploring the higher layers (if I had them back then my "session stats" would probably look quite interesting):
This may be the smallest world I've had but its size is misleading because of the sheer volume of caves underground, about 3.25 times that of 1.6.4 (the effective ground depth is about 3.56 times, from layers 6-190 vs layers 11-62):
A chart of air distribution in many of my mods and vanilla 1.6 and 1.7:
For comaprison, these are the distributions of various features in vanilla 1.6 and TMCW (the latter not entirely up to date but close to the current values):
Also, even just making the ground deeper requires various fixes to vanilla code; for example, many features won't generate above y=127, including within the classes for various features (e.g. WorldGenSwamp / swamp trees has a check that prevents the tree from reaching above y=127. The ungrowable variant of spruce tree is also affected, which I forgot to fix so they never generated) and can't necessarily just be doubled (in 1.7 Mojang increased the range of dungeons from 128 to 256 but didn't double the number of attempts, making them twice as rare before accounting for changes to caves, a comparatively minor change). You'd also need to change the distribution of caves and other underground features (again not just simply increasing a number, e.g. for double the height you'd want to double the frequency of caves, my DHT/THT mods took a different approach and instead made individual cave systems larger and more separated, with additional caves added to help ensure they are connected, both horizontally and vertically).
There are two things I want to do:
Increase terrain height: To me, mining is one of Minecraft's main parts. The underground is half the game, and mining is half of the game's title! But when the underground is only, like, 60-ish blocks deep, wtf is the point? I'm glad 1.7 utilized that doubled world height and doubled how tall the terrain is, and 1.18 increased the world height by a third (both sky limit and terrain height). Now, the world is optimally deep enough. But I want this in 1.6.4.
Increased sky limit: Like mining, building is another huge part of the game. And like mining, we need optimal space to allow the player to build whatever they want. As the terrain height is increased, the size of the open world decreases. But I want the build limit to be increased drastically. In theory, this shouldn't impact performance too much, right? The world isn't rendering anything in the sky, so why would an increased build limit impact game performance all that much?
MasterCaver's mod increases terrain height in 1.6.4. I'm not aware of anything that increases the sky limit. Cubic Chunks only goes back to 1.10.
The problem with sky limit is not performance but save file compatibility and hardcoded references in the code. The save format doesn't allow a way to describe something above 256. So a modder would have to develop a new save file system, and patch all the code to use the higher limit. Lots, lots of work, and massive incompatibilities with existing mods.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
I know you messaged me about increasing the height limit/ground depth in TMCW but as Zeno said it simply isn't an easy task and I'd need the incentive to make all the massive changes myself (mod compatibility isn't an issue but I do want compatibility with mapping tools and MCEdit), even if they might look more interesting I don't really see the appeal of like 200 block deep caves or ravines from an exploration standpoint (imagine me lighting up their ceilings, and a fall would be guaranteed death without a lucky water bucket placement, in fact, in vanilla 1.6.4 maxed-out fall damage (random 52-80% damage reduction) only guarantees survival from a 44-45 block fall, 103 with the max 80% damage reduction, constant since 1.9, TMCW also makes it constant, at 75% or a 83 block fall).
I also explore so slowly that even with the default biome size it can take days to clear out a single biome; I did once make mods that doubled or tripled the ground depth (which is entirely practical to do in 1.6.4, leaving 64 and 0 blocks of space above the highest terrain, which can be simply lifted up post-generation. TMCW would only work with up to double the depth due to terrain reaching up to y=192, and in any case the usable space is above sea level is decreased) There is also the issue of variety in mining, I simply scaled up the ranges of all ores so you only had coal and iron over half the ground depth and the time taken to explore a single cubed-up cave system (they were still more like vanilla back then, I really only made ravines larger with the rare giant cave) was such that I could spend multiple sessions (many hours) just exploring the higher layers (if I had them back then my "session stats" would probably look quite interesting):
This may be the smallest world I've had but its size is misleading because of the sheer volume of caves underground, about 3.25 times that of 1.6.4 (the effective ground depth is about 3.56 times, from layers 6-190 vs layers 11-62):
A chart of air distribution in many of my mods and vanilla 1.6 and 1.7:
For comaprison, these are the distributions of various features in vanilla 1.6 and TMCW (the latter not entirely up to date but close to the current values):
Also, even just making the ground deeper requires various fixes to vanilla code; for example, many features won't generate above y=127, including within the classes for various features (e.g. WorldGenSwamp / swamp trees has a check that prevents the tree from reaching above y=127. The ungrowable variant of spruce tree is also affected, which I forgot to fix so they never generated) and can't necessarily just be doubled (in 1.7 Mojang increased the range of dungeons from 128 to 256 but didn't double the number of attempts, making them twice as rare before accounting for changes to caves, a comparatively minor change). You'd also need to change the distribution of caves and other underground features (again not just simply increasing a number, e.g. for double the height you'd want to double the frequency of caves, my DHT/THT mods took a different approach and instead made individual cave systems larger and more separated, with additional caves added to help ensure they are connected, both horizontally and vertically).
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?