I agree that cave generation needs to be improved and the terrain above aswell. New terrain generator is what Minecraft NEEDS above anything IMO. All worlds are basically the same. They need to change the biome generation code once again like they did in beta 1.8.
Caves are very outdated so I think caves need to be reworked or heavily updated.
I absolutely love those caves, and in 1.6.4 you can find caves that are far more extreme - I can't see why anybody would think that some tunnels and the occasional "rooms" are interesting to explore:
This is a cave system at -800, -1050 in the seed "-123775873255737467" in 1.6.4, covering an area about 150 blocks north-south; the entire area is so dense there is little in the way of any recognizable tunnels (the right side shows the lowest 10 layers):
A couple views I made with MCEdit of the same cave system in my first world (a cave system of this size takes me 2-3 play sessions to fully explore; most 1.6.4-size cave systems take one session):
Here is a comparison of caves in 1.6.4 to 1.7 and later:
This is part of what I explored in my first world (yes, I explored nearly everything shown here, as evidenced by the lack of lava, which is also all interconnected; you can see the cave system shown above to the upper-right corner, with a few other extremely dense cave systems elsewhere):
For comparison, this is from the same seed in 1.7, showing how caves are far less dense and evenly spread out (there are 77% as many caves as in 1.6.4):
Also, contrary to popular belief, Beta 1.8 did not increase the amount of caves; it only fixed a bug that caused tunnels to cut off along chunk borders (you can see this if you look closely) and added ravines and mineshafts; here is a rendering of caves from Alpha (dated June 22, 2010):
Also, Minecraft needs to be more about mining than farming, which most players do (I've absolutely killed it off in my own mods; my latest changes remove spawn chunks by letting them unload like any other chunks). This is what the underground looks like in TMCW, which has about double the underground air volume of 1.7+:
In particular, you have to love a giant cave region - a vast area about 300 blocks across containing close to 100 giant caves, each larger than anything in vanilla, intersecting in every way imaginable:
This is an analysis I made with MCEdit - it had a total volume of 1.26 million air blocks and I used over 5,500 torches to light it up:
Also, the only way to "fix" intersecting caves is to make them so spread out that they can't intersect except where they intentionally branch, which would be absolutely no fun at all (caves are entirely randomly generated so unlike structures there is no easy way to prevent two tunnels from intersecting other than spacing them far enough apart. Even the branches of a tunnel, which split off at 90 degree angles so they head in opposite directions (forming a "T" shape), can intersect if they curve back in, likewise, a tunnel can loop around on itself).
I think the cave generation is great how it is, you need to start to appreciate a good cave. Caves are a good size, they range from ridiculouslysmall to ridiculouslybig. Smaller caves, for quickminingsessions and larger caves for much bigger more resource packed miningsessions. I tend to spend roughly 4 hours in big caving sessions, this is utilising all the quick navigation methods such as block pillaring and the water bucket trick. I don't think the cave generation or terrain generation is a priority for an update. If you spend time mining and try to visualise the differences you tend to not only be able to recognise the patterns but also appreciate the generation a bit more as u recognise the differences too. Caves will always naturally generate in a way where they intersect, that is just down to the randomisation of the cave generator. It makes cave exploration have an end as such. Imagine the entire world was just 1 huge cave? How long would you spend mining? Where would the fun in exploration be? Not a fan of the cave generation? Then edit the caves and make them suit your needs, it is Minecraft after all. Didn't intend to come off as horrible in this response, my apologies.
Imagine the entire world was just 1 huge cave? How long would you spend mining? Where would the fun in exploration be?
I pretty much only play to cave; I spend an average of 3.5 hours a day, day after day, caving and not much else; a lot of the fun is exploring the world solely by caving - who knows where that cave/ravine/mineshaft will lead next and what biomes/structures I might find at the other end.
Here is a chart and explored caves map that give you an idea of how extreme my playstyle is - I literally spent 100 days straight doing little but caving (the only "breaks" were to build walls around villages I found):
This is a before and after rendering of what I'd explored over the 100 day period:
If you think that is impressive, wait until you see all of my worlds - what you see is the result of over 6,000 hours of playtime spent caving (World1 alone has 3,436 hours; this is the only vanilla world with all others with at least the underground modified in some way):
Likewise, I made a list of everything I found in another world - nearly all of it while caving (the only exceptions are a stronghold found with Eyes of Ender and a village I came across while following it, a jungle temple that was close to spawn, and a dungeon which was connected to a cave that my branch-mine, which I make to collect my first resources, ran into - that's only 4 out of 570 discoveries):
191 normal dungeons (including 2 double dungeons)
171 ravines (up to 7 intersecting; large ravines counted separately)
60 mineshafts
35 large caves (larger than vanilla, not including giant caves)
28 large cave systems (the sort of swiss cheese cave found prior to 1.7)
11 double dungeons (a special type of dungeon, not two intersecting)
11 large ravines (larger than vanilla)
7 circular rooms at least 34 blocks in diameter (twice as large as vanilla)
7 fossils
6 villages
5 giant caves (>50000 in volume)
4 ravine cave clusters
3 circular room cave clusters
3 circular room cave systems
3 combination cave systems
3 igloos (1 with basement)
3 jungle temples
3 ravine cave systems
3 vertical cave clusters
2 maze cave systems
2 network cave regions
2 vertical cave systems
1 colossal cave system
1 desert temple
1 desert well
1 giant cave region
1 maze cave cluster
1 stronghold (found with Eye of Ender)
1 witch hut
(570 individual structures/caves)
Similarly, I found most of the biomes on this list while caving (the first 9 were around spawn or along the path to the stronghold, and 3 of them were small sub-biomes within larger biomes, which is why they are listed again later on after I found their full-size counterparts):
Plains (technical biome in Mixed Forest and others)
Mixed Forest
Lake (technical biome in Mixed Forest and others)
Jungle
Birch Forest
Poplar Grove (technical biome in Birch Forest)
Desert
Tropical Swamp
Big Oak Forest
Taiga (snowless)
Rocky Mountains
Ice Plains
Roofed Forest
Mesa
Winter Forest
Forest Mountains
Bushlands
Mountainous Desert
Swampland
Hilly Plains
Winter Taiga
Frozen Lake (technical biome in Winter Forest and others)
Mega Tree Plains
Spruce Hills (technical biome in Mega Tree Plains)
Mega Forest
Plains
Forest (technical biome in Plains)
Forest
Lake
Savanna Mountains
Poplar Grove
Mega Mixed Forest
Savanna Plateau
Flower Forest
Extreme Hills
(31 unique biomes)
Not a fan of the cave generation? Then edit the caves and make them suit your needs, it is Minecraft after all. Didn't intend to come off as horrible in this response, my apologies.
This is not an option for many players; you have to be able to make your own mods, or rely on somebody to make/maintain one, which not only requires learning how to mod but keeping up with vanilla updates unless you want to play on an older version; even if Mojang added a customization option (which they should have had in 1.8, which only added options to enable/disable them) they could change or remove it (as they did with the whole Customized world type in 1.13; changes to world/cave generation could also invalidate older settings and it is unlikely Mojang would try to keep backwards compatibility, which they only ever did in 1.2, which added a hidden world type which was applied to older worlds and omitted jungles from the list of biomes; this only required a few extra lines of code though).
I would like to see the cave generation improved. Often i find caves that are a big cluster that looks like a tornado came through it
https://gameclips.io/Sancho%20OG/screenshots/6467f204-c8d7-4db0-b03b-84754cff0215
here is an example notice how there are tunnels intersecting tunnels intersecting the same tunnels like its just a big mess this should be improved
the size of cave systems should remain the same, but the way they branch out should be cleaned up
add me on xbox one Oreo Volcano to play minecraft, fortnite, call of duty or whatever i need new friends
I agree that cave generation needs to be improved and the terrain above aswell. New terrain generator is what Minecraft NEEDS above anything IMO. All worlds are basically the same. They need to change the biome generation code once again like they did in beta 1.8.
Caves are very outdated so I think caves need to be reworked or heavily updated.
I absolutely love those caves, and in 1.6.4 you can find caves that are far more extreme - I can't see why anybody would think that some tunnels and the occasional "rooms" are interesting to explore:
A couple views I made with MCEdit of the same cave system in my first world (a cave system of this size takes me 2-3 play sessions to fully explore; most 1.6.4-size cave systems take one session):
Here is a comparison of caves in 1.6.4 to 1.7 and later:
For comparison, this is from the same seed in 1.7, showing how caves are far less dense and evenly spread out (there are 77% as many caves as in 1.6.4):
Also, contrary to popular belief, Beta 1.8 did not increase the amount of caves; it only fixed a bug that caused tunnels to cut off along chunk borders (you can see this if you look closely) and added ravines and mineshafts; here is a rendering of caves from Alpha (dated June 22, 2010):
Also, Minecraft needs to be more about mining than farming, which most players do (I've absolutely killed it off in my own mods; my latest changes remove spawn chunks by letting them unload like any other chunks). This is what the underground looks like in TMCW, which has about double the underground air volume of 1.7+:
In particular, you have to love a giant cave region - a vast area about 300 blocks across containing close to 100 giant caves, each larger than anything in vanilla, intersecting in every way imaginable:
This is an analysis I made with MCEdit - it had a total volume of 1.26 million air blocks and I used over 5,500 torches to light it up:
Also, the only way to "fix" intersecting caves is to make them so spread out that they can't intersect except where they intentionally branch, which would be absolutely no fun at all (caves are entirely randomly generated so unlike structures there is no easy way to prevent two tunnels from intersecting other than spacing them far enough apart. Even the branches of a tunnel, which split off at 90 degree angles so they head in opposite directions (forming a "T" shape), can intersect if they curve back in, likewise, a tunnel can loop around on itself).
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 think the cave generation is great how it is, you need to start to appreciate a good cave. Caves are a good size, they range from ridiculously small to ridiculously big. Smaller caves, for quick mining sessions and larger caves for much bigger more resource packed mining sessions. I tend to spend roughly 4 hours in big caving sessions, this is utilising all the quick navigation methods such as block pillaring and the water bucket trick. I don't think the cave generation or terrain generation is a priority for an update. If you spend time mining and try to visualise the differences you tend to not only be able to recognise the patterns but also appreciate the generation a bit more as u recognise the differences too. Caves will always naturally generate in a way where they intersect, that is just down to the randomisation of the cave generator. It makes cave exploration have an end as such. Imagine the entire world was just 1 huge cave? How long would you spend mining? Where would the fun in exploration be? Not a fan of the cave generation? Then edit the caves and make them suit your needs, it is Minecraft after all. Didn't intend to come off as horrible in this response, my apologies.
I pretty much only play to cave; I spend an average of 3.5 hours a day, day after day, caving and not much else; a lot of the fun is exploring the world solely by caving - who knows where that cave/ravine/mineshaft will lead next and what biomes/structures I might find at the other end.
Here is a chart and explored caves map that give you an idea of how extreme my playstyle is - I literally spent 100 days straight doing little but caving (the only "breaks" were to build walls around villages I found):
This is a before and after rendering of what I'd explored over the 100 day period:
If you think that is impressive, wait until you see all of my worlds - what you see is the result of over 6,000 hours of playtime spent caving (World1 alone has 3,436 hours; this is the only vanilla world with all others with at least the underground modified in some way):
Likewise, I made a list of everything I found in another world - nearly all of it while caving (the only exceptions are a stronghold found with Eyes of Ender and a village I came across while following it, a jungle temple that was close to spawn, and a dungeon which was connected to a cave that my branch-mine, which I make to collect my first resources, ran into - that's only 4 out of 570 discoveries):
171 ravines (up to 7 intersecting; large ravines counted separately)
60 mineshafts
35 large caves (larger than vanilla, not including giant caves)
28 large cave systems (the sort of swiss cheese cave found prior to 1.7)
11 double dungeons (a special type of dungeon, not two intersecting)
11 large ravines (larger than vanilla)
7 circular rooms at least 34 blocks in diameter (twice as large as vanilla)
7 fossils
6 villages
5 giant caves (>50000 in volume)
4 ravine cave clusters
3 circular room cave clusters
3 circular room cave systems
3 combination cave systems
3 igloos (1 with basement)
3 jungle temples
3 ravine cave systems
3 vertical cave clusters
2 maze cave systems
2 network cave regions
2 vertical cave systems
1 colossal cave system
1 desert temple
1 desert well
1 giant cave region
1 maze cave cluster
1 stronghold (found with Eye of Ender)
1 witch hut
(570 individual structures/caves)
Similarly, I found most of the biomes on this list while caving (the first 9 were around spawn or along the path to the stronghold, and 3 of them were small sub-biomes within larger biomes, which is why they are listed again later on after I found their full-size counterparts):
Mixed Forest
Lake (technical biome in Mixed Forest and others)
Jungle
Birch Forest
Poplar Grove (technical biome in Birch Forest)
Desert
Tropical Swamp
Big Oak Forest
Taiga (snowless)
Rocky Mountains
Ice Plains
Roofed Forest
Mesa
Winter Forest
Forest Mountains
Bushlands
Mountainous Desert
Swampland
Hilly Plains
Winter Taiga
Frozen Lake (technical biome in Winter Forest and others)
Mega Tree Plains
Spruce Hills (technical biome in Mega Tree Plains)
Mega Forest
Plains
Forest (technical biome in Plains)
Forest
Lake
Savanna Mountains
Poplar Grove
Mega Mixed Forest
Savanna Plateau
Flower Forest
Extreme Hills
(31 unique biomes)
This is not an option for many players; you have to be able to make your own mods, or rely on somebody to make/maintain one, which not only requires learning how to mod but keeping up with vanilla updates unless you want to play on an older version; even if Mojang added a customization option (which they should have had in 1.8, which only added options to enable/disable them) they could change or remove it (as they did with the whole Customized world type in 1.13; changes to world/cave generation could also invalidate older settings and it is unlikely Mojang would try to keep backwards compatibility, which they only ever did in 1.2, which added a hidden world type which was applied to older worlds and omitted jungles from the list of biomes; this only required a few extra lines of code though).
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?