The Wiki still says that they do not have an AI and do not naturally spawn under any conditions (then again, they have completely false information; "giants simultaneously require a light level greater than 11 and less than 8" which is simply not true as a code analysis would prove - the only reason why they don't spawn is because no biome has them on its list of mobs that can spawn in it, which is all I had to do to make them naturally spawn). Maybe you are confusing vanilla with my mention of them spawning in TMCW, which does have naturally spawning giants; I even updated them to the "new" AI system (Mojang removed the original AI system in 1.8, which was also why they were so bad at pathfinding):
public EntityGiantZombieTMCW(World par1World)
{
super(par1World);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(2, new EntityAIMeleeAttack(this, EntityPlayer.class, 1.0D, false));
this.tasks.addTask(6, new EntityAIWander(this, 1.0D));
this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 16.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
As for other mobs, I've always thought it was dumb how Mojang adds mobs which never spawn, like killer rabbits, which naturally spawn in TMCW (and use the original bloody texture) but were nerfed so they aren't so overpowered (really, 8 damage from a rabbit when e.g. zombies deal only 3? Likewise, 50 damage from a giant is ridiculous; I reduced them to 4 and 10 respectively). I also prevent killer rabbits from spawning within 256 blocks of the world spawn point so newly spawned players are safe from them.
You grind Blazes there, might as well grind Endermen too.
Only if this means manually killing them:
protected void dropFewItems(boolean recentlyHit, int looting)
{
// Endermen are 5 times less likely to drop ender pearls when not killed by a player,
// and another factor of 5 times less likely if they are in the End or were spawned
// from a spawner (down to a 4% chance when not killed by a player).
float dropChance = (recentlyHit ? 1.0F : 0.2F);
if (this.worldObj.provider.dimensionId == 1 || this.spawnType == SPAWNER) dropChance *= 0.2F;
int id = this.getDropItemId();
if (id > 0)
{
for (int i = this.rand.nextInt(2 + looting); i > 0; --i)
{
if (this.rand.nextFloat() < dropChance) this.dropItem(id, 1);
}
}
}
That shows how much I abhor farming - you get only 1/5 the drop rate in the End or from spawners (dungeons can have Endermen spawners) and another 1/5 (as low as 1/25 total) if you don't kill them yourself (I did add them as a Nether spawn, along with many other mobs but they are as common as in the Overworld so I did not restrict them).
Give each village type something unique, such as different goods having raised or lowered prices based on biome. Additionally, each village should have a feature specific to them, such as swamp villages having neutral or friendly witches that will try to protect the village, and you can trade with for potions. Or, in a Snow village, the villagers could build snow golems to help guard their village.
From an evolutionary perspective, why wouldn't striders function similarly to water-walking insects that simply can't break water's hydrogen bonds and therefore can't fall in? Minecraft lava functions similarly to its water, so it can be assumed they'd probably have the same effect. And from a gameplay perspective, wouldn't that negate their only purpose?
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
For your titanium ore suggestion, and someone mentioning how enchantable it would be:
It would be interesting to have a tier of armor with the best protection and durability that no other armor could reach even with the best enchantments, but be completely unenchantable. This way, the drawback for having the strongest armor is that it can't be enchanted.
That makes no sense. Lava IRL is incredibly dense. If you were to jump on it... you wouldn't sink. You would die from being cooked alive, but you would still be on TOP of the lava. Admittedly in minecraft you would sink, however if you hold space while in water you can float without moving... Just think of the striders constantly holding space while on lava.
Maybe strider should just partially sink, so that the rider wouldn't end up in the lava, but it might to slower to get to the surface again, as if they are water-running on lava, if that makes any sense.
(some of these ideas, the ones that are italicized, were taken from SimplySarc's 50 Tiny Ways to Improve Minecraft video.)
Well, this is a long one! I wrote this in 30 minutes while browsing reddit.
- There should be frogs in Minecraft, who should be commonly found in swamps and occasionally found near rivers.
- Lilypads should have occasionally have flowers blooming on them.
- Duckweed spawns in swamps like grass (they can spawn slightly in the water)
- Compasses point to your bed spawn point instead of your beginning spawn point.
- Different types of birds in forests that make nice ambient chirping noises. They are spawned with one spawn egg, like the tropical fish spawn egg.
- Rivers and streams actually move and flow instead of being static, like something akin to the Streams Mod [1.12.2] by delvr.
- Stalactites and stalagmites appear in caves, and can hurt you if you step on them. (they grow like plants and drop stone, but very very slowly)
- Salt can be obtained by drying ocean water with a sponge or finding rock salt in caves. Himalayan salt can be found in the Extreme Hills biome and can have brewing effects. (salt could be used to create jerky)
- Animals actually procreate in the wild, although a lot slower. Rabbits reproduce quite fast like in real life, and can become a problem if not stopped. Pigs also spawn larger litters than other animals to reincentivize pig farming.
- Enchanted objects, tools, and books have custom sprites. Examples being: The chopping part of a knockback axe could be a lot wider, fire aspect weapons could be on fire, and enchanted books have different colored bookmarks.
- Brown bears that can be found in taiga or forest biomes that sleep in caves and steal honey from bee nests.
- Moose that are also found in taiga biomes that are passive but become hostile if hit. They drop leather and antlers that can be used for potion effects or can be worn.
- Improved spider wall-climbing animation so they're vertical while climbing up walls.
- Better herd fleeing mechanics when you hit an animal, to make for more interesting hunting tactics.
- Swords can swing through grass and tall grass to make killing baby zombies much easier.
- Nether portal frames can be almost any size (minimum regular size) and can even be irregular-shaped.
- When leaves decay particles drop to indicate that it is decaying.
- A command to spawn a hostile mob that is passive for certain creative/display purposes. "Passive" hostile mobs could also have a very rare chance of spawning naturally.
- Dropped items flash when they are about to despawn.
- Lakes and ponds in caves with blind cavefish to add more passive mobs underground.
- A very rare version of a dolphin can spawn with a horn like a narwhal. When killed it drops an end rod.
- You can cook eggs in a furnace to get fried eggs, which can be eaten.
- Updated stronghold generation with new mobs, blocks, and items to be found. Strongholds haven't been updated in years and feel quite boring. New additions could be: trap rooms with trapdoors and arrow dispensers, colored glass panes on walls and small statues.
- Candles can be crafted from beeswax (a new item that can be found in bee nests) and string. They serve the same purpose as torches but cannot be placed on walls and have to be re-lit with a flint and steel. The crafting recipe is the same as torches but replace coal with string and a stick with beeswax.
(Once crafted they have to be re-lit manually.
- Torches emit light when held.
- Slabs can be placed vertically.
- Torches and flowerpots (and candles!) can be placed on half slabs)
- A Glow enchantment for armor that requires glowstone that makes your armor glow. Useful for miners.
- Destroying crops with hoes give you extra crops.
- Snow falls on fences, gates, and cobblestone walls in snowy biomes for an extra little detail.
- Hoglins can be tameable and rideable with a saddle. (To tame them requires a few golden apples)
- Books are dyeable.
- Sunflowers can make sunflower oil which could be used for... something.
- A watering can tool that can be used to water dry hoed land. Crafted with a bucket and bottle and can be refilled like a bucket.
- A new fruit: Oranges. Can be found in dark oak forests and returns slightly more hunger points than an apple.
- Tomatoes are a new crop that give you lots of them when harvested. You can make tomato soup with a bowl and a tomato.
- Milk can be cooked and then put in the smoker to make cheese. Cheese can be added to baked potatoes for extra hunger points.
- Pizza can be crafted with cheese, wheat and tomatoes. Three wheat on the bottom, three tomatoes in the middle and 3 cheese on the top. (It functions like cake where you can eat an individual slice.) It is a square, roman-like pizza.
- Turkeys can be found in birch biomes and drop turkey, a variant of chicken which gives more hunger points.
- Spears are a weapon that are crafted by putting one stick at the bottom, one slimeball and one flint. They can be thrown and retrieved like tridents but deal less damage.
- Jukeboxes show what music disc is playing on top.
- Bismuth, a new type of rainbow-ish colored ore that looks like bismuth in real life and can be used for decoration. It is very rare and can only be found in the extreme hills biome.
- It rains and snows in Minecraft, so why aren't there any sandstorms? In deserts, sandstorms can happen and cover things with sand layers (like snow layers but sand instead)
Add jungle and swamp villages, as per my 'scrapped ideas' post. Instead of generating terrain mounds where structures are too high or low, just don't generate those structures or the mobs in them.
Also, I hope nether fortresses are getting some work done in 1.16. I've said this before but strongholds and netherholds are the two most barren structures in the game which is strange since they are the only two mandatory ones.
Piglins have the AI to get mad if you open or break chests near them and dolphins can tell when a chest from a treasure underwater is removed. Can we maybe have villagers and golems get mad at you too if you steal from their chests?
Make Snow Golems smarter, i.e. they attack unaggro'd enemies only if they are near precipices like lava or cliffs, and will try to aim at aggro'd ones to knock them down as well. They will run away from enemies until they gain a position far enough and strategic enough to knock enemies back.
Make wildberries or whatever they're called not auto place when you're trying to eat them - put eating as higher priority when right clicking than planting, not the other way around. I'm sick of planting half my meals in taigas.
Have pillager outposts use real target blocks for scarecrows since they exist now, why not.
If or once custom worlds are returned, allow players to choose to lower the lava sea that floods all caves at y <= 10, potentially to 0 so there is no sea at all.
Alternatively, I once suggested lava sponges. They should need to be baked in a blast furnace from 1.14 onward to break off the lava after absorbing them, and I guess crafting materials could include shroomlight and magma cream or something like that, someone help me out here.
Prevent nether portals from spawning in midair in the Nether or make the bridges a bit larger i.e. 4x2 instead of 2x1. This is an easy fix. I don't want to spawn in the Nether and then instantly jump and fall in the ocean.
Wow, I've posted four times in a row now. Does nobody else have these smaller ideas?
The Wiki still says that they do not have an AI and do not naturally spawn under any conditions (then again, they have completely false information; "giants simultaneously require a light level greater than 11 and less than 8" which is simply not true as a code analysis would prove - the only reason why they don't spawn is because no biome has them on its list of mobs that can spawn in it, which is all I had to do to make them naturally spawn). Maybe you are confusing vanilla with my mention of them spawning in TMCW, which does have naturally spawning giants; I even updated them to the "new" AI system (Mojang removed the original AI system in 1.8, which was also why they were so bad at pathfinding):
Giants had AI added in 1.14 and removed in 1.14 apparently.
If or once custom worlds are returned, allow players to choose to lower the lava sea that floods all caves at y <= 10, potentially to 0 so there is no sea at all.
Related to this, I think they should remove the random bedrock so there is only one layer, then they can lower the lava level in caves, along with adjusting the ranges of ores, to get more room underground for free; this is exactly what I've done, where I lowered to lava level from 11 to 4 and ranges of ores by about the same amount, giving about 13% more space underground (59 vs 52 layers between lava and sea level. Ore generation was adjusted so there is more exposed in caves to offset this, as well as a greater increase higher up due to other changes so you find about the same relative amounts when mining out everything below sea level):
This could even be applied to existing worlds without too much disruption as there would only be chunk walls below y=11 and only where caves cross over (Mojang has already made more disruptive changes; 1.13 changed how caves generate even though it was completely unnecessary, they just changed the "chance" from "nextInt(7) == 0" to "nextFloat() < 0.142857F", which give the same chance but they use different bits from the RNG so they generate in different locations).
Related to this, I think they should remove the random bedrock so there is only one layer, then they can lower the lava level in caves, along with adjusting the ranges of ores, to get more room underground for free; this is exactly what I've done, where I lowered to lava level from 11 to 4 and ranges of ores by about the same amount, giving about 13% more space underground (59 vs 52 layers between lava and sea level. Ore generation was adjusted so there is more exposed in caves to offset this, as well as a greater increase higher up due to other changes so you find about the same relative amounts when mining out everything below sea level)
I don't know how I feel about bedrock in all honesty, I feel it's more natural that it's randomized even if it's annoying at times. I mean, water can now be used to fit through 1-block gaps so that's no longer an issue.
EDIT: Yet another new suggestion from me: witches drink slow falling potions when falling and regeneration potions when attacked by a sword or axe more than once in three seconds or when hit by a critical arrow.
The Wiki still says that they do not have an AI and do not naturally spawn under any conditions (then again, they have completely false information; "giants simultaneously require a light level greater than 11 and less than 8" which is simply not true as a code analysis would prove - the only reason why they don't spawn is because no biome has them on its list of mobs that can spawn in it, which is all I had to do to make them naturally spawn). Maybe you are confusing vanilla with my mention of them spawning in TMCW, which does have naturally spawning giants; I even updated them to the "new" AI system (Mojang removed the original AI system in 1.8, which was also why they were so bad at pathfinding):
As for other mobs, I've always thought it was dumb how Mojang adds mobs which never spawn, like killer rabbits, which naturally spawn in TMCW (and use the original bloody texture) but were nerfed so they aren't so overpowered (really, 8 damage from a rabbit when e.g. zombies deal only 3? Likewise, 50 damage from a giant is ridiculous; I reduced them to 4 and 10 respectively). I also prevent killer rabbits from spawning within 256 blocks of the world spawn point so newly spawned players are safe from them.
Only if this means manually killing them:
That shows how much I abhor farming - you get only 1/5 the drop rate in the End or from spawners (dungeons can have Endermen spawners) and another 1/5 (as low as 1/25 total) if you don't kill them yourself (I did add them as a Nether spawn, along with many other mobs but they are as common as in the Overworld so I did not restrict them).
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 don't play TMCW, sorry. But I agree on your ideas. Any opinions on neutral witches, illusioners, phantoms in the End, or balancing Drowned?
Add swamp and jungle villages.
Give each village type something unique, such as different goods having raised or lowered prices based on biome. Additionally, each village should have a feature specific to them, such as swamp villages having neutral or friendly witches that will try to protect the village, and you can trade with for potions. Or, in a Snow village, the villagers could build snow golems to help guard their village.
Striders should sink while standing still in lava
Planetary travel
Chaostone
Whales and whalefalls
From an evolutionary perspective, why wouldn't striders function similarly to water-walking insects that simply can't break water's hydrogen bonds and therefore can't fall in? Minecraft lava functions similarly to its water, so it can be assumed they'd probably have the same effect. And from a gameplay perspective, wouldn't that negate their only purpose?
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
For your titanium ore suggestion, and someone mentioning how enchantable it would be:
It would be interesting to have a tier of armor with the best protection and durability that no other armor could reach even with the best enchantments, but be completely unenchantable. This way, the drawback for having the strongest armor is that it can't be enchanted.
That makes no sense. Lava IRL is incredibly dense. If you were to jump on it... you wouldn't sink. You would die from being cooked alive, but you would still be on TOP of the lava. Admittedly in minecraft you would sink, however if you hold space while in water you can float without moving... Just think of the striders constantly holding space while on lava.
Maybe strider should just partially sink, so that the rider wouldn't end up in the lava, but it might to slower to get to the surface again, as if they are water-running on lava, if that makes any sense.
Planetary travel
Chaostone
Whales and whalefalls
(some of these ideas, the ones that are italicized, were taken from SimplySarc's 50 Tiny Ways to Improve Minecraft video.)
Well, this is a long one! I wrote this in 30 minutes while browsing reddit.
- There should be frogs in Minecraft, who should be commonly found in swamps and occasionally found near rivers.
- Lilypads should have occasionally have flowers blooming on them.
- Duckweed spawns in swamps like grass (they can spawn slightly in the water)
- Compasses point to your bed spawn point instead of your beginning spawn point.
- Different types of birds in forests that make nice ambient chirping noises. They are spawned with one spawn egg, like the tropical fish spawn egg.
- Rivers and streams actually move and flow instead of being static, like something akin to the Streams Mod [1.12.2] by delvr.
- Stalactites and stalagmites appear in caves, and can hurt you if you step on them. (they grow like plants and drop stone, but very very slowly)
- Salt can be obtained by drying ocean water with a sponge or finding rock salt in caves. Himalayan salt can be found in the Extreme Hills biome and can have brewing effects. (salt could be used to create jerky)
- Animals actually procreate in the wild, although a lot slower. Rabbits reproduce quite fast like in real life, and can become a problem if not stopped. Pigs also spawn larger litters than other animals to reincentivize pig farming.
- Enchanted objects, tools, and books have custom sprites. Examples being: The chopping part of a knockback axe could be a lot wider, fire aspect weapons could be on fire, and enchanted books have different colored bookmarks.
- Brown bears that can be found in taiga or forest biomes that sleep in caves and steal honey from bee nests.
- Moose that are also found in taiga biomes that are passive but become hostile if hit. They drop leather and antlers that can be used for potion effects or can be worn.
- Improved spider wall-climbing animation so they're vertical while climbing up walls.
- Better herd fleeing mechanics when you hit an animal, to make for more interesting hunting tactics.
- Swords can swing through grass and tall grass to make killing baby zombies much easier.
- Nether portal frames can be almost any size (minimum regular size) and can even be irregular-shaped.
- When leaves decay particles drop to indicate that it is decaying.
- A command to spawn a hostile mob that is passive for certain creative/display purposes. "Passive" hostile mobs could also have a very rare chance of spawning naturally.
- Dropped items flash when they are about to despawn.
- Lakes and ponds in caves with blind cavefish to add more passive mobs underground.
- A very rare version of a dolphin can spawn with a horn like a narwhal. When killed it drops an end rod.
- You can cook eggs in a furnace to get fried eggs, which can be eaten.
- Updated stronghold generation with new mobs, blocks, and items to be found. Strongholds haven't been updated in years and feel quite boring. New additions could be: trap rooms with trapdoors and arrow dispensers, colored glass panes on walls and small statues.
- Candles can be crafted from beeswax (a new item that can be found in bee nests) and string. They serve the same purpose as torches but cannot be placed on walls and have to be re-lit with a flint and steel. The crafting recipe is the same as torches but replace coal with string and a stick with beeswax.
(Once crafted they have to be re-lit manually.
- Torches emit light when held.
- Slabs can be placed vertically.
- Torches and flowerpots (and candles!) can be placed on half slabs)
- A Glow enchantment for armor that requires glowstone that makes your armor glow. Useful for miners.
- Destroying crops with hoes give you extra crops.
- Snow falls on fences, gates, and cobblestone walls in snowy biomes for an extra little detail.
- Hoglins can be tameable and rideable with a saddle. (To tame them requires a few golden apples)
- Books are dyeable.
- Sunflowers can make sunflower oil which could be used for... something.
- A watering can tool that can be used to water dry hoed land. Crafted with a bucket and bottle and can be refilled like a bucket.
- A new fruit: Oranges. Can be found in dark oak forests and returns slightly more hunger points than an apple.
- Tomatoes are a new crop that give you lots of them when harvested. You can make tomato soup with a bowl and a tomato.
- Milk can be cooked and then put in the smoker to make cheese. Cheese can be added to baked potatoes for extra hunger points.
- Pizza can be crafted with cheese, wheat and tomatoes. Three wheat on the bottom, three tomatoes in the middle and 3 cheese on the top. (It functions like cake where you can eat an individual slice.) It is a square, roman-like pizza.
- Turkeys can be found in birch biomes and drop turkey, a variant of chicken which gives more hunger points.
- Spears are a weapon that are crafted by putting one stick at the bottom, one slimeball and one flint. They can be thrown and retrieved like tridents but deal less damage.
- Jukeboxes show what music disc is playing on top.
- Bismuth, a new type of rainbow-ish colored ore that looks like bismuth in real life and can be used for decoration. It is very rare and can only be found in the extreme hills biome.
- It rains and snows in Minecraft, so why aren't there any sandstorms? In deserts, sandstorms can happen and cover things with sand layers (like snow layers but sand instead)
- Dust bunnies can be found in deserts.
Add jungle and swamp villages, as per my 'scrapped ideas' post. Instead of generating terrain mounds where structures are too high or low, just don't generate those structures or the mobs in them.
Also, I hope nether fortresses are getting some work done in 1.16. I've said this before but strongholds and netherholds are the two most barren structures in the game which is strange since they are the only two mandatory ones.
Piglins have the AI to get mad if you open or break chests near them and dolphins can tell when a chest from a treasure underwater is removed. Can we maybe have villagers and golems get mad at you too if you steal from their chests?
Personally I find the name "respawn anchor" a bit weird for minecraft.
Maybe something like Resurrection Stone or Soul Anchor would work better.
Make Snow Golems smarter, i.e. they attack unaggro'd enemies only if they are near precipices like lava or cliffs, and will try to aim at aggro'd ones to knock them down as well. They will run away from enemies until they gain a position far enough and strategic enough to knock enemies back.
Termites - silverfish but with logs and planks.
Make tropical fish sometimes poisonous to touch or eat, like pufferfish but not quite as deadly.
Make wildberries or whatever they're called not auto place when you're trying to eat them - put eating as higher priority when right clicking than planting, not the other way around. I'm sick of planting half my meals in taigas.
Have pillager outposts use real target blocks for scarecrows since they exist now, why not.
If or once custom worlds are returned, allow players to choose to lower the lava sea that floods all caves at y <= 10, potentially to 0 so there is no sea at all.
Alternatively, I once suggested lava sponges. They should need to be baked in a blast furnace from 1.14 onward to break off the lava after absorbing them, and I guess crafting materials could include shroomlight and magma cream or something like that, someone help me out here.
Prevent nether portals from spawning in midair in the Nether or make the bridges a bit larger i.e. 4x2 instead of 2x1. This is an easy fix. I don't want to spawn in the Nether and then instantly jump and fall in the ocean.
Wow, I've posted four times in a row now. Does nobody else have these smaller ideas?
Giants had AI added in 1.14 and removed in 1.14 apparently.
Related to this, I think they should remove the random bedrock so there is only one layer, then they can lower the lava level in caves, along with adjusting the ranges of ores, to get more room underground for free; this is exactly what I've done, where I lowered to lava level from 11 to 4 and ranges of ores by about the same amount, giving about 13% more space underground (59 vs 52 layers between lava and sea level. Ore generation was adjusted so there is more exposed in caves to offset this, as well as a greater increase higher up due to other changes so you find about the same relative amounts when mining out everything below sea level):
This could even be applied to existing worlds without too much disruption as there would only be chunk walls below y=11 and only where caves cross over (Mojang has already made more disruptive changes; 1.13 changed how caves generate even though it was completely unnecessary, they just changed the "chance" from "nextInt(7) == 0" to "nextFloat() < 0.142857F", which give the same chance but they use different bits from the RNG so they generate in different locations).
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 don't know how I feel about bedrock in all honesty, I feel it's more natural that it's randomized even if it's annoying at times. I mean, water can now be used to fit through 1-block gaps so that's no longer an issue.
EDIT: Yet another new suggestion from me: witches drink slow falling potions when falling and regeneration potions when attacked by a sword or axe more than once in three seconds or when hit by a critical arrow.
There should be some way, such as an effect or a gamerule, to allow the player to see through lava when submerged.
Planetary travel
Chaostone
Whales and whalefalls