I think that the software you currently use for minecraft world generation is very effective, although the use of it in a mining game isn't effective on the surface. Even though I enjoy the surface, I often find myself spending the majority of my time underground.... Going through small and thing passages deep underground can become repetetive, and i often find myself lost in the tunnels that seem so similar.
-One idea is to make more creative level generation below the surface, (this would be at a very low depth, and rare to find) such as a gigantic cavern filled with lakes and stalagtites. in these caverns mushrooms could also grow in large abundance. Currently the only difference between high up caverns and the lower ones is a chance for rarer materials, and the inclusion of small lava pockets, rarely medium sized ones.
-Maybe spawning a type of plant that grows deep past a certain depth and only near a large water source that grows on stone, like glow worms, they could maybe grow on the ceiling, as opposed to regular plants that grow on the floor. (these could be picked up for use, or not at all, but if you can place them down again they should die if you are close to the surface and away from water)
-I think a balance of water pockets and fire pockets would make the game more interesting at lower levels. Maybe have a rare lake of fire very close to bedrock form, with rare elements scattering the wall, and a high ceiling.
-Another suggestion would be if a large cavern would generate (like 5x5x5 or 6x6x6), a 'boss' (maybe an ogre, i dunno) mob would have a chance to spawn, making low rumbling sounds that can be heard from far away, maybe shaking the screen a little when it walked or talked.
Regardless this is a great game, and I'm looking forward to it's development and final release.
We already have huge underground chambers with lava pools and rare materials, and we also have darkness exclusive plants: Mushrooms. Two kinds, in fact.
im not talking about long tunnels with big lava pockets, im talking about like an open area, a big one, and i know about mushrooms, but as far as i can tell they are fairly useless seeing that you need two kinds which dont grow near eachother. Having an area where they spawn in larger quantity, possibily near eachother makes mushrooms more useful. my glowworm idea would be a sort of weak light source, its just an idea.
-One idea is to make more creative level generation below the surface, (this would be at a very low depth, and rare to find) such as a gigantic cavern filled with lakes and stalagtites. in these caverns mushrooms could also grow in large abundance. Currently the only difference between high up caverns and the lower ones is a chance for rarer materials, and the inclusion of small lava pockets, rarely medium sized ones.
-Maybe spawning a type of plant that grows deep past a certain depth and only near a large water source that grows on stone, like glow worms, they could maybe grow on the ceiling, as opposed to regular plants that grow on the floor. (these could be picked up for use, or not at all, but if you can place them down again they should die if you are close to the surface and away from water)
-I think a balance of water pockets and fire pockets would make the game more interesting at lower levels. Maybe have a rare lake of fire very close to bedrock form, with rare elements scattering the wall, and a high ceiling.
-Another suggestion would be if a large cavern would generate (like 5x5x5 or 6x6x6), a 'boss' (maybe an ogre, i dunno) mob would have a chance to spawn, making low rumbling sounds that can be heard from far away, maybe shaking the screen a little when it walked or talked.
Regardless this is a great game, and I'm looking forward to it's development and final release.
Yes, we have those too. Whether or not you were lucky enough to have one generated in your current mine is another story...
That's why I like mining. Nice, simple, repetive and calming.