I think they could fix most of the goofy building problems by siting the building so that the door faces the second-lowest air block. I don't think it would be hard.
Rollback Post to RevisionRollBack
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.
The main problem has to do with how structures are generated; for larger structures it generates them in chunk-sized pieces, which don't necessarily correspond to whole houses and the game can place the back half (without a door) before the front half, so what it does is use the average ground level as the level the entire house is generated at.
That said, when the game checks the average ground level it may cause additional chunks to be generated (automatically done whenever you try to access a block in a nonexistent chunk), which I've seen in map viewers when a village is partly generated at the edge of a world, and this enables the game to check the ground level outside a door before it is generated and use that as the average ground level if it is higher than the average.
This wouldn't fix the "half buried houses" issue though, which pretty much requires no more than 1 block of height difference, and making it so that houses don't generate unless that is met would make it hard to have any sizable villages. At the extreme end I've even found a house that had a grass/dirt wall in the middle where the game didn't clear out the space (as shown in this bug report).
Of course, as seen here they consider all of this to be an intended feature, likely so players have to fix them; except for cases like Amplified/Customized worlds they shouldn't be too messed up most of the time.
So, just how big can caves get in my mod? I came a step closer to answering the question (well, I already know) - what I found may be twice as large in terms of volume than what I've found previously, including an epic-sized lava lake about 100 blocks long and 75 blocks wide. The entire cave was about 150 blocks from end to end (180 including an offshoot which is likely associated with it), and as if that weren't enough a couple large ravines intersect it - when recreated in large biomes the results are pretty interesting (the cave is under the ocean in default, while large biomes places it under land).
Here are some screenshots of the cave:
This used to be a gigantic lava lake (ocean?):
Several different renderings, first the underground mode, then two slices at different altitudes and a vertical slice though the middle, followed by a cave rendering of the whole world where you can see the cave near the right side:
Also, this is what I found in a recreated world set to large biomes, since I suspected that the ravine that intersected the cave would be able to break the surface without an ocean over it - and it does:
In addition, here is what the lava sea looked like before I converted it into obsidian (from the recreated world; the positions of ores and springs are a bit different, notably, you can see amethyst ore near the right side):
Also, this is the same ravine I mentioned in post #80, except that one was mostly under the ocean; near the middle is another ravine intersecting it, which leads to the giant cave, rising up towards the surface at the other end. Note that I first mentioned this ravine close to two weeks ago; I temporarily stopped exploring further after I'd found it and explored around previous areas before coming back to it a couple days ago:
Needless to say, it would be a bad day if you fell down that.
I found quite a few diamonds today, the most I've found since I added the in-game stats of ores mined, previously I mined 51 in one day while exploring an extremely large cave/mineshaft complex in my first world, mentioned here, although in terms of diamonds (as opposed to ore) I know I've mined more back when I used Fortune:
Even with all of that, I managed to find only a single vein of 4 amethyst ore, and overall the ratio between diamond and amethyst mined has been steadily growing; back when I branch-mined for resources I mined 85 diamond and 27 amethyst ore, a ratio of about 3:1; now the ratio is over 7:1 and when you only count what I've mined while caving it is closer to 9:1 - yet I've still found enough to get a surplus of about 50 amethyst without using Fortune to mine any (loot from mineshafts and dungeons also helps; I've probably gotten a dozen from them). Compared to more common ores I've mined close to a thousand times more coal and over 300 times more iron, also greater if only what I mined while caving is counted. In fact, I've even found more mob spawners than amethyst ore:
Even the durability of amethyst armor, which is about 9 times higher than vanilla diamond armor, only just offsets that, while the 3x durability increase of tools, including my pickaxe, which is repaired far more often than anything else, is partly offset by requiring units where diamond tools could be repaired with new items; since unit repair requires 4 units for a full repair compared to 3 for a new pickaxe this effectively becomes 2.25 times less resources needed to repair it, or close to four times the resource use compared to what I find relative to diamond.
Also, here is a comparison of what I've explored so far to my first world; my current world is still no comparison as in my first world I explored about 5 times as many caves and mined about 5 times as much ore:
It is interesting to note that the entire area I've been exploring lately appears to be connected to everything else by a single cave, leading off from the giant cave I found earlier, on the far left:
I decided to take advantage of changes I made to maps, which render in a similar manner to 1.7+ when placed in item frames, with a few differences, and align in a similar manner to 1.8, and made a basic map wall, just two maps so far, but fully zoomed out so they cover an area 4096x2048 blocks, which is a lot when you explore as I do (it took close to a year of daily playing to fully explore two fully zoomed maps worth in my first world, where I've estimated that I explored around 35,000 chunks, making three fully zoomed maps with two mostly filled in):
As for that exploration, I've been on a roll lately, with upwards of 4,000 ores mined every day for the past few days; most recently including a giant mineshaft which had (so far, not finished yet) 11 cave spider spawners plus 3 dungeons for a total of 14 spawners in one day; at least 3 of the chests had amethyst in them (normally one of the rarest items, half as likely as diamonds and only one per stack. The rarest item is a diamond pickaxe, which I've only found one of so far):
Note also how far I traveled since the day before; 206 blocks to the east and 364 blocks to the north, or over 400 blocks in a straight line between those points - entirely underground; I've been exploring the area under the ocean on the right side of the map.
Also, while I've found larger complexes of multiple mineshafts in vanilla (see the first link in my last post) this is all one giant mineshaft, which can get considerably larger than vanilla; from looking at Mineshaft.dat they can have up to around 400 structure pieces (e.g. corridors, which are made up of 1-4 segments which are 5 blocks long), while more typically they are about a third of that size, similar to the average size in vanilla, and in any case their placement, similar to how villages are placed, makes it unlikely two will intersect, and only at the edges if they do since there is a minimum spacing between them (vanilla just places them at random in any chunk so overlaps are pretty common, even in 1.7+). Conversely, they can also be very small, with as few as 20 or so pieces (in vanilla it is even possible to only have the central dirt room, which I've found before, but this is a bug caused by the game failing to place corridors that don't intersect the room; I added a work-around that iterates over the code up to 5 times if it fails to help ensure at least one corridor is generated).
Given how you play, it's a pity there's not a map mod that can make in-game maps of cave complexes. That would be more appropriate for your map wall than the surface map.
Rollback Post to RevisionRollBack
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.
Given how you play, it's a pity there's not a map mod that can make in-game maps of cave complexes. That would be more appropriate for your map wall than the surface map.
That wouldn't work so well with the resolution of in-game maps though, especially not fully zoomed maps, where one pixel is an entire chunk. For example, here is a 1:1 scale map of part of my first world, about 1000 blocks across, made with Unmined, and the same map after I scaled it down to 1/16 so each pixel now represents 16x16 pixels of the original, then back to the original size; I can't even tell what is being shown after that:
Compared to my last post you can see that I went off quite a bit to the northeast of what I'd explored before, and next I'll be exploring the mineshaft you see; at my rate of exploration, about 100 chunks per day, mineshafts are a near daily thing for me with one mineshaft every 167 chunks or so (in vanilla 1.6.4 there is an average of one mineshaft every 100 chunks, while 1.7+ has one every 250 chunks):
Like the last one, I checked it out in a recreated world set to large biomes, placing it under land - and this one actually breaks the surface without any help from other caves or ravines, with a total floor to ceiling altitude range of over 60 blocks:
Also, this gives you an idea of how mob-infested these caves can be, especially when they are so large that mobs keep respawning even as you try to light them up:
I dunno. My personal thought is to have the caves a little less densely intertwined and then I could see having some larger cave generation like that. Larger but about 20% less frequent ravines would also be my preference. I do like what you've did to make them work with bodies of water better.
I thought abandoned mineshafts were large enough in vanilla so I wouldn't make those any bigger. I always did think that the dirt room that is the starting point of the mineshaft generation should have a 3x3 shaft that goes up about 20 blocks in the middle of it. Sort of a collapsed entrance point if you will. Just generate it last above the dirt room after the rest of the mineshaft was generated.
I dunno. My personal thought is to have the caves a little less densely intertwined...
Less dense? Compared to what we have in 1.7, or 1.6? Because you can't really call caves in 1.7 "caves", just some random tunnels (well, that also describes caves in 1.6 but there they often form interesting and random chambers due to their concentration). Here's a comparison showing just how extreme the difference between 1.6 and 1.7 is (mineshafts not shown):
Also, the main feature of my mod is increased variation, not so much just larger caves, etc; the vast majority of caves are the same size as vanilla and the largest caves possible are so rare that you'll probably never see one (not including the same cave folding around itself and making it appear wider, which is evident in the ones that I've found; they also vary in length up to 3 times that of vanilla):
This is also true of ravines, where 7/8 of all ravines are exactly the same as vanilla, and the remaining 1/8 aren't necessarily larger (they can get up to 3 times wider/longer but average about 50% bigger, with a nonuniform distribution towards the low end; the multipliers can be as low as 1 for no increase in size). Mineshafts likewise are mostly near vanilla size, and can even be smaller, with as little as a single corridor with 1-2 branches. A lot of "giant" mineshafts in vanilla are actually multiple mineshafts close enough to intersect each other (i.e. more than one central room), which is very rare in my mod because they generate with a similar placement to villages and other structures, rather than just in any chunk, and more significantly, they cannot generate if there are more than 23 caves in a 4 chunk radius (they do still intersect cave systems, but in areas of higher cave density they are less likely to generate, so you have regions with either lots of caves or lots of mineshafts. This also explains why I've been finding a lot lately, while I didn't find so many earlier on, when I was exploring a region of high cave density).
One thing that I have not found yet is a "colossal" cave system, which is similar to a cave system I found in my first world, and rare enough that only somebody like me will likely find one, as they generate only once every 10,000 chunks, which is around 100 times more common than similarly sized cave systems in vanilla 1.6.4, and around twice as large as the largest cave systems in 1.7 based on a mod I made that searches for dense concentrations of caves over millions of chunks (the largest cave systems in 1.6.4 are staggeringly huge). For perspective, here is a rendering I made of my first world, back when the world was around 20,000 chunks in size; it is about a third of the way down near the left side (shown at y=20 so it stands out; it is not the largest single cave system, which would be an area near the top center):
Of note, when colossal cave systems generate they displace any caves/ravines/mineshafts that are in the same spot, in a similar manner to how regular caves displace mineshafts. Here's a comparison of the vanilla mineshaft spawning code and my mineshaft code:
Vanilla code; "this.field_82673_e" defaults to 0.01 in 1.6.4, meaning a 1% chance of generating in a chunk; there is also an additional reduction within 80 chunks of the origin, as seen by the second part:
TheMasterCaver's World; unlike vanilla, mineshafts generate to a 14 chunk grid at relative coordinates 0, 0 - 2, 2 and 7, 7 - 9, 9; when measured on a diagonal this gives a minimum spacing of about 7 chunks and an average spacing of about 10 chunks. It then counts the number of caves in the area and if there are more than 23 caves it returns false, with a similar check for colossal cave systems within a larger radius. After this, the "size" of a mineshaft is set, ranging from 5-11 "sections" with an average of 8, which is the vanilla value; this value also controls the maximum "span" of a mineshaft, which is 10 times this value with a minimum of 64 (i.e. 64 to 110 blocks from the center, or 128-220 blocks across; vanilla has a fixed value of 80, or 160 blocks across):
protected boolean canSpawnStructureAtCoords(int chunkX, int chunkZ)
{
// Initializes variables
if (!this.initialized)
{
this.initialized = true;
this.worldSeed = this.worldObj.getSeed();
this.rnd.setSeed(this.worldSeed);
this.seedX = this.rnd.nextLong();
this.seedZ = this.rnd.nextLong();
this.colossalCaveOffsetX = 2000000 + this.rnd.nextInt(18);
this.colossalCaveOffsetZ = 2000000 + this.rnd.nextInt(18);
this.mineshaftOffsetX = 2000000 + this.rnd.nextInt(14);
this.mineshaftOffsetZ = 2000000 + this.rnd.nextInt(14);
}
// Generates mineshafts aligned to a 14 chunk grid at relative coordinates 0,0 and 7,7, +0-2,
// or one per 98 chunks. Actual chance is lower, about 2/3 of vanilla, due to check excluding
// mineshafts around dense cave systems (default chance is 1/100, less within 80 chunks of 0,0)
int chunkModX = (chunkX + this.mineshaftOffsetX) % 14;
int chunkModZ = (chunkZ + this.mineshaftOffsetZ) % 14;
this.rnd.setSeed((long)((chunkX + this.mineshaftOffsetX) / 14) + (long)((chunkZ + this.mineshaftOffsetZ) / 14) * 1048576L);
if ((chunkModX == this.rnd.nextInt(3) && chunkModZ == this.rnd.nextInt(3)) || (chunkModX == this.rnd.nextInt(3) + 7 && chunkModZ == this.rnd.nextInt(3) + 7))
{
int caveCount = 0;
for (int z = -6; z <= 6; ++z)
{
long chunkSeedZ = ((long)(chunkZ + z) * this.seedZ) ^ this.worldSeed;
for (int x = -6; x <= 6; ++x)
{
int x2z2 = x * x + z * z;
if (x2z2 <= 37)
{
if (this.validColossalCaveLocation(chunkX + x, chunkZ + z)) return false;
if (x2z2 <= 20)
{
this.rnd.setSeed(((long)(chunkX + x) * this.seedX) ^ chunkSeedZ);
if (this.rnd.nextInt(15) == 0)
{
caveCount += this.rnd.nextInt(this.rnd.nextInt(this.rnd.nextInt(40) + 1) + 1);
if (caveCount > 23) return false;
}
}
}
}
}
// Sets size of mineshaft from 5 to 11 sections (default is 8); biased towards 8
int sectionCount = 5 + this.rand.nextInt(4) + this.rand.nextInt(4);
// Further reduces chance of more extreme sizes (5-6 and 10-11)
if (sectionCount <= 6 && this.rand.nextBoolean()) ++sectionCount;
if (sectionCount >= 10 && this.rand.nextBoolean()) --sectionCount;
// Limits section count to 7 near the origin
if (chunkX * chunkX + chunkZ * chunkZ <= 1024 && sectionCount > 7) sectionCount = 7;
StructureMineshaftPieces.setSectionCount(sectionCount);
return true;
}
return false;
}
In the end, Mojang needs to add customization of caves and other structures, which is very easy to do; in fact, Superflat has allowed you to customize most structures for years - yet even for those structures they were too lazy to bother adding in a few more sliders to allow us to customize them in normal worlds. It is particularly ironic that caves have been nerfed multiple times over the game's lifetime - for a game that was originally a cave exploration game, aptly named "Cave Game" and later "Minecraft", with mining a big part of the game. Yes, 1.7 wasn't the only or first time they nerfed caves - a while ago I decompiled InfDev and found that caves were 50% more common than up to 1.6.4 (granted, Beta 1.8 offset this by adding in ravines and mineshafts).
I apologize for not being more specific. I was referring to your generation, that it was a little too dense. I like the chances for larger caves and that you've made caves tend to be longer, but feel they should be less dense.
I was unaware that cave generation had changed so much in 1.7. Honestly I don't mind it much, other than (again) I feel the they should be a little longer for better chances for interconnectivity between cave networks.
You're right about there not being any customization options for cave generation. Sure would be nice.
I added some code to print out the width, length and coordinates of each big cave that was generated and flew south for 5000 blocks after the first cave appeared (they do not generate within 512 blocks of the origin):
There were 66 caves generated, and the area covered is about 6,562 chunks, for about one cave every 100 chunks. Of these, only 5 had a width that was larger than the widest caves seen in vanilla (27 blocks), which is also the maximum width as caves vary in width in a similar manner to ravines, getting wider towards the middle; unlike ravines, caves branch one time into two smaller caves, which are 4-5 blocks wide in vanilla while I made their width depend on the width of the main cave when large caves are generated (1/3-2/3 of the width). 5 caves had a width of only 9, the minimum possible for these caves and slightly larger than the average width of vanilla large caves (which are 10% of all caves; for comparison, there are an average of 2,933 vanilla caves in 6,562 chunks, representing about 98% of all caves. Note that I also made vanilla large caves caves larger, with a multiplier of 1-5 instead of 1-4, for a maximum width of 33 blocks).
Another thing to note is that their y-coordinates are all in the range of 15-35; this is their starting point and was set within that range to reduce the chance that they break the surface, while not being so low that they end up filled with lava (below y=4) unless they go further down (caves initially start at 15-25, then are shifted upwards by their width / 8; the widest caves are shifted up by 10 blocks for a range of 25-35). Longer caves also have more "curviness", so they are less likely to extend out that far in a straight line; actually, if a cave tries to get more than 192 blocks from its starting point it will clip off at a chunk boundary since a "range" of only 12 chunks is used when generating them; this does not apply to longer ravines because they are generated in two halves going in opposite directions from their starting point.
This was the widest cave found, 42 blocks wide and 250 blocks long:
(the shelf sticking out on the left side is a beach; caves can't cut though blocks in beach biomes above y=60, leaving a layer of sandstone under a layer of sand)
(diorite marks every 10th block, a total of 42 across)
Here is a full size rendering of the underground:
Also, here is the surface map:
I checked out my own world and found that the giant cave I mentioned in post #94 is actually two separate caves merged together, with maximum widths of 29 and 55 blocks; the cave I found most recently was 44 blocks, and another cave was 41 blocks, plus several others in the 30 range; some of these caves were much smaller than their size might suggest; for example, the first cave shown here is 31 blocks wide and 290 blocks long, but is just a 50 block deep vertical pit with most of the cave "under" the world; caves like this can possibly "surface" again some distance away.
Also, I renamed the thread to something I thought was more fitting.
What is that mountainous biome with all the lava?!!
That's a volcanic wasteland, which I also found in my world early on, which is a bit surprising given that it is the rarest biome, at least on land:
Here's a rendering of the one in my world in MCMap; Unmined doesn't differentiate between gravel, dirt, stone, grass, and obsidian:
Also, to the far left you can see a Winter Forest, a forest biome with snow; towards the bottom a Mixed Forest, a relatively dense forest with all types of small trees (oak, spruce, birch, jungle, and "poplar", the last being a variant of birch); and towards the top is a regular forest.
Most of the surface lava lakes are on the top of the highest mountains, unlike normal lakes, which have only a 10% chance of generating above sea level (this is where the 80 comes from in the Customized settings; there is a 1/8 chance per chunk of a lava lake and a 1/10 chance they generate above sea level; the actual chance is much lower than this since not all will generate due to rough terrain, water, etc). There are also more lava springs above sea level, as well as more of both underground, and no water, not even water springs (which still generate under deserts in vanilla; unlike vanilla, I let water lakes generate below sea level in deserts).
Another feature of this biome is that there are more ores, with about 50% more of every ore, including higher ranges, and in particular emerald ore is more common than gold is elsewhere, with 2 veins of size 7 between 0-32, plus 3-8 single ore blocks up to y=40. Amethyst is also considerably more common, particularly in caves, where it is about 5 times more common than elsewhere (which is still rarer than diamond normally is; I've found about 8 times more diamond than amethyst by caving). There is also more granite, etc, generating up to y=128 instead of y=64.
Also, it has an unusual Overworld mob spawn; magma cubes spawn similarly to slimes, regardless of light level, and over any elevation (another unusual mob you can find is giants; yes, these giants, though I nerfed their damage (5 hearts on Normal, which is still a two-hit kill without armor on Normal or Hard) and have then drop 20 XP, burn in sunlight, set players on fire if they are burning (longer than normal zombies; on Hard you burn as long as you do from lava) and Smite is effective against them; they are pretty uncommon, perhaps one seen per night and only spawn above sea level).
That's right - I got enchanted diamond leggings from a zombie, and an amethyst shovel from another, only the second time one has dropped an amethyst item (only as weapons and never enchanted since they can't be enchanted normally, only with books). The other item I got was a sword, which I used to repair my sword for about as much durability as one unit, for less levels (one unit costs 47 levels, only possible since I increased the anvil cost limit to 49 levels). Based on weapon chances and drop rates an average of 4,411 zombies need to be killed to drop one amethyst item, since they have a 6.67% chance of having a weapon (6.67 times higher than in vanilla on Normal, which is but 1% (seriously?) and higher than Hard, which is 5%), a 4% chance of that weapon being amethyst (an 80% chance of iron, 16% diamond, and 4% amethyst) and a 8.5% drop rate. For any particular item there is a one in 17,647 chance of a drop since they can carry swords, axes, pickaxes and shovels, instead of just swords and shovels.
As for diamond armor, up to 22.5% of zombies wear armor at the maximum regional difficulty on Normal, which is attained after 100 hours, during a full moon, since I changed it to reflect the total time played with moon phase still having an effect (prior to 1.8 the total time played had no effect at all in vanilla; 1.8 did add a small effect) and of those there is a 0.16875% chance of diamond armor, about 4 times higher than vanilla; other tiers also have a higher chance. This gives about a one in 2,634 chance of diamond armor and a one in 7,746 chance of a drop, assuming full armor (full armor is also more likely than vanilla; for helmets only the chance is one in 30,985). This is actually the second time I got diamond gear from a zombie, the first time I got two pieces, which I'm saving in a "trophy chest", along with diamond tools.
Also, you might notice all of the rails - taken from abandoned mineshafts and nearly as many as I used to build a railway to my secondary base, and with fewer mineshafts than in vanilla 1.6.4, where I'd sometimes get over half a double chest full by the time I returned to my main base. I've mined nearly 6,000 so far, which when compared to the amount of ores I've mined is about 60% of what I mined in my first world, where I mined over 50,000 rails, and consistent with the relative frequency of mineshafts (as noted in earlier posts, some can get larger or smaller but average close to normal size).
In addition, this is pretty self-explanatory as to how many resources I regularly mine; this was the result of the last few days of playing:
Also, I've often posted "stats" showing how much I mined, which can also display percentages and individual counts for each type of common Overworld mob (zombie pigmen and magma cubes also count, as zombies and slimes receptively); the latter shows how common zombies are, not because they actually spawn more, except for uncommon reinforcements (rare if you use better weapons as the chance is per hit) but because of their summoning for help. I've also noticed that skeletons are pretty common; some creepers explode but not that many, their AI seems to cause them to forget about you if you go around a corner (often standing just around it as if waiting for you to come around). The cave spiders shown are also representative of their natural spawning below sea level, not from mineshaft spawners:
You might notice that I didn't mine that much of the deeper ores, since I mainly explored the upper layers of a cave system.
Another interesting thing I thought to note - I happened to reach a score of exactly 350,000 after taking some ore and potatoes out of furnaces. This is also all of the XP I've ever accumulated so far in this world since I haven't died yet.
I also came across this interesting cave opening while going back to my base, located under a mountain in an Extreme Hills biome and close to where I last left off so I'll likely be exploring it soon; I've stopped exploring under the ocean for the time being after I reached a dead end in the direction I was going in (moving from one cave/mineshaft/ravine to the next through interconnections underground; I'll also go down any unlit surface openings I come across but more often than not they are either dead ends or lead to an area I explored. I also found a mineshaft a while ago after mining a coal vein, which as far as I can tell was the only connection to it and some associated caves and ravines):
Here is a look at some of the rest of the Extreme Hills; the highest mountain in the distance goes a bit over y=128, the first terrain I've seen that exceeds the old terrain height limit (while testing I've found Extreme Hills going over y=160):
Just a tiny little suggestion for your mod, you could use the ruby texture that was gonna be used for minecraft. It could just add some variety to it =3
If I install the "TMC's World Underground" mod from here, will I get similar caves to the ones shown in your pictures?
Yes; while that is based on an older version it has pretty much the same things with only a few changes since then, and also has the advantage that normal caves and ravines generate the same way as in 1.6.4, so you can use it with 1.6.4 cave seeds; for example, the seed "-4564711678143067160" spawns you next to a huge cave system in 1.6.4 (described as "crazy big", which is justified even by 1.6.4 standards).
Of interest, here is a comparison of that seed in vanilla 1.6.4 and TMCWv3 (as I'm playing on):
Vanilla 1.6.4; the "crazy big" cave system is near the center - and there is a similarly big cave system not far to the west. It is interesting to note that there is a relatively large area of low cave concentration to the northeast; even with larger and denser cave systems there were also more areas of low cave concentration; 1.7 essentially reduced the variation moreso than the overall number of caves:
TMCWv3; caves are different because I changed how the size and frequency are calculated but otherwise normal caves should have the same size and frequency distribution as vanilla 1.6.4, plus an average of about 10% more caves due to 7 more layers underground. Note that the largest caves and ravines do not generate within a 512 block radius of the origin, which covers most of the area shown; a couple very large caves can be seen near the bottom and smaller large caves around the edges. There are also more mineshafts since I don't reduce their frequency near the origin, only limit their maximum size (vanilla 1.6.4 reaches the same frequency about 48 chunks from the origin):
Such giant cave systems are just the norm though for 1.6.4; for example, this is the seed for my current world in vanilla 1.6.4; the cave system near the lower left is about twice the size of the ones in the "crazy big cave" seed (note that this is half the scale; I previously posted it here):
Also, see that area near the bottom center of TMCWv3? I checked it out afterwards and found a truly crazy big cave - larger than any I've ever seen so far, which also merges with a giant ravine on one end, making it appear even larger:
You can also find caves just as large in TMCW Underground as I haven't changed their size since then (they won't be in the same locations).
I like your house. Nice work so far. Btw, I don't understand why you don't cave. For me, It's only annoying when I'm trying to mine only
Say what?! Was this supposed to be posted on a different thread? Because I can't fathom how somebody could say such a thing, given my username, the thread title, and the contents of most of my posts.
I think they could fix most of the goofy building problems by siting the building so that the door faces the second-lowest air block. I don't think it would be hard.
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.
The main problem has to do with how structures are generated; for larger structures it generates them in chunk-sized pieces, which don't necessarily correspond to whole houses and the game can place the back half (without a door) before the front half, so what it does is use the average ground level as the level the entire house is generated at.
That said, when the game checks the average ground level it may cause additional chunks to be generated (automatically done whenever you try to access a block in a nonexistent chunk), which I've seen in map viewers when a village is partly generated at the edge of a world, and this enables the game to check the ground level outside a door before it is generated and use that as the average ground level if it is higher than the average.
This wouldn't fix the "half buried houses" issue though, which pretty much requires no more than 1 block of height difference, and making it so that houses don't generate unless that is met would make it hard to have any sizable villages. At the extreme end I've even found a house that had a grass/dirt wall in the middle where the game didn't clear out the space (as shown in this bug report).
Of course, as seen here they consider all of this to be an intended feature, likely so players have to fix them; except for cases like Amplified/Customized worlds they shouldn't be too messed up most of the time.
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?
So, just how big can caves get in my mod? I came a step closer to answering the question (well, I already know) - what I found may be twice as large in terms of volume than what I've found previously, including an epic-sized lava lake about 100 blocks long and 75 blocks wide. The entire cave was about 150 blocks from end to end (180 including an offshoot which is likely associated with it), and as if that weren't enough a couple large ravines intersect it - when recreated in large biomes the results are pretty interesting (the cave is under the ocean in default, while large biomes places it under land).
Here are some screenshots of the cave:
This used to be a gigantic lava lake (ocean?):
Several different renderings, first the underground mode, then two slices at different altitudes and a vertical slice though the middle, followed by a cave rendering of the whole world where you can see the cave near the right side:
Also, this is what I found in a recreated world set to large biomes, since I suspected that the ravine that intersected the cave would be able to break the surface without an ocean over it - and it does:
In addition, here is what the lava sea looked like before I converted it into obsidian (from the recreated world; the positions of ores and springs are a bit different, notably, you can see amethyst ore near the right side):
Also, this is the same ravine I mentioned in post #80, except that one was mostly under the ocean; near the middle is another ravine intersecting it, which leads to the giant cave, rising up towards the surface at the other end. Note that I first mentioned this ravine close to two weeks ago; I temporarily stopped exploring further after I'd found it and explored around previous areas before coming back to it a couple days ago:
Needless to say, it would be a bad day if you fell down that.
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 found quite a few diamonds today, the most I've found since I added the in-game stats of ores mined, previously I mined 51 in one day while exploring an extremely large cave/mineshaft complex in my first world, mentioned here, although in terms of diamonds (as opposed to ore) I know I've mined more back when I used Fortune:
Even with all of that, I managed to find only a single vein of 4 amethyst ore, and overall the ratio between diamond and amethyst mined has been steadily growing; back when I branch-mined for resources I mined 85 diamond and 27 amethyst ore, a ratio of about 3:1; now the ratio is over 7:1 and when you only count what I've mined while caving it is closer to 9:1 - yet I've still found enough to get a surplus of about 50 amethyst without using Fortune to mine any (loot from mineshafts and dungeons also helps; I've probably gotten a dozen from them). Compared to more common ores I've mined close to a thousand times more coal and over 300 times more iron, also greater if only what I mined while caving is counted. In fact, I've even found more mob spawners than amethyst ore:
Even the durability of amethyst armor, which is about 9 times higher than vanilla diamond armor, only just offsets that, while the 3x durability increase of tools, including my pickaxe, which is repaired far more often than anything else, is partly offset by requiring units where diamond tools could be repaired with new items; since unit repair requires 4 units for a full repair compared to 3 for a new pickaxe this effectively becomes 2.25 times less resources needed to repair it, or close to four times the resource use compared to what I find relative to diamond.
Also, here is a comparison of what I've explored so far to my first world; my current world is still no comparison as in my first world I explored about 5 times as many caves and mined about 5 times as much ore:
It is interesting to note that the entire area I've been exploring lately appears to be connected to everything else by a single cave, leading off from the giant cave I found earlier, on the far left:
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 decided to take advantage of changes I made to maps, which render in a similar manner to 1.7+ when placed in item frames, with a few differences, and align in a similar manner to 1.8, and made a basic map wall, just two maps so far, but fully zoomed out so they cover an area 4096x2048 blocks, which is a lot when you explore as I do (it took close to a year of daily playing to fully explore two fully zoomed maps worth in my first world, where I've estimated that I explored around 35,000 chunks, making three fully zoomed maps with two mostly filled in):
As for that exploration, I've been on a roll lately, with upwards of 4,000 ores mined every day for the past few days; most recently including a giant mineshaft which had (so far, not finished yet) 11 cave spider spawners plus 3 dungeons for a total of 14 spawners in one day; at least 3 of the chests had amethyst in them (normally one of the rarest items, half as likely as diamonds and only one per stack. The rarest item is a diamond pickaxe, which I've only found one of so far):
Note also how far I traveled since the day before; 206 blocks to the east and 364 blocks to the north, or over 400 blocks in a straight line between those points - entirely underground; I've been exploring the area under the ocean on the right side of the map.
Also, while I've found larger complexes of multiple mineshafts in vanilla (see the first link in my last post) this is all one giant mineshaft, which can get considerably larger than vanilla; from looking at Mineshaft.dat they can have up to around 400 structure pieces (e.g. corridors, which are made up of 1-4 segments which are 5 blocks long), while more typically they are about a third of that size, similar to the average size in vanilla, and in any case their placement, similar to how villages are placed, makes it unlikely two will intersect, and only at the edges if they do since there is a minimum spacing between them (vanilla just places them at random in any chunk so overlaps are pretty common, even in 1.7+). Conversely, they can also be very small, with as few as 20 or so pieces (in vanilla it is even possible to only have the central dirt room, which I've found before, but this is a bug caused by the game failing to place corridors that don't intersect the room; I added a work-around that iterates over the code up to 5 times if it fails to help ensure at least one corridor is generated).
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?
Given how you play, it's a pity there's not a map mod that can make in-game maps of cave complexes. That would be more appropriate for your map wall than the surface map.
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.
That wouldn't work so well with the resolution of in-game maps though, especially not fully zoomed maps, where one pixel is an entire chunk. For example, here is a 1:1 scale map of part of my first world, about 1000 blocks across, made with Unmined, and the same map after I scaled it down to 1/16 so each pixel now represents 16x16 pixels of the original, then back to the original size; I can't even tell what is being shown after that:
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?
If only vanilla had caves like this:
Compared to my last post you can see that I went off quite a bit to the northeast of what I'd explored before, and next I'll be exploring the mineshaft you see; at my rate of exploration, about 100 chunks per day, mineshafts are a near daily thing for me with one mineshaft every 167 chunks or so (in vanilla 1.6.4 there is an average of one mineshaft every 100 chunks, while 1.7+ has one every 250 chunks):
Like the last one, I checked it out in a recreated world set to large biomes, placing it under land - and this one actually breaks the surface without any help from other caves or ravines, with a total floor to ceiling altitude range of over 60 blocks:
Also, this gives you an idea of how mob-infested these caves can be, especially when they are so large that mobs keep respawning even as you try to light them up:
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 dunno. My personal thought is to have the caves a little less densely intertwined and then I could see having some larger cave generation like that. Larger but about 20% less frequent ravines would also be my preference. I do like what you've did to make them work with bodies of water better.
I thought abandoned mineshafts were large enough in vanilla so I wouldn't make those any bigger. I always did think that the dirt room that is the starting point of the mineshaft generation should have a 3x3 shaft that goes up about 20 blocks in the middle of it. Sort of a collapsed entrance point if you will. Just generate it last above the dirt room after the rest of the mineshaft was generated.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Less dense? Compared to what we have in 1.7, or 1.6? Because you can't really call caves in 1.7 "caves", just some random tunnels (well, that also describes caves in 1.6 but there they often form interesting and random chambers due to their concentration). Here's a comparison showing just how extreme the difference between 1.6 and 1.7 is (mineshafts not shown):
Also, the main feature of my mod is increased variation, not so much just larger caves, etc; the vast majority of caves are the same size as vanilla and the largest caves possible are so rare that you'll probably never see one (not including the same cave folding around itself and making it appear wider, which is evident in the ones that I've found; they also vary in length up to 3 times that of vanilla):
This is also true of ravines, where 7/8 of all ravines are exactly the same as vanilla, and the remaining 1/8 aren't necessarily larger (they can get up to 3 times wider/longer but average about 50% bigger, with a nonuniform distribution towards the low end; the multipliers can be as low as 1 for no increase in size). Mineshafts likewise are mostly near vanilla size, and can even be smaller, with as little as a single corridor with 1-2 branches. A lot of "giant" mineshafts in vanilla are actually multiple mineshafts close enough to intersect each other (i.e. more than one central room), which is very rare in my mod because they generate with a similar placement to villages and other structures, rather than just in any chunk, and more significantly, they cannot generate if there are more than 23 caves in a 4 chunk radius (they do still intersect cave systems, but in areas of higher cave density they are less likely to generate, so you have regions with either lots of caves or lots of mineshafts. This also explains why I've been finding a lot lately, while I didn't find so many earlier on, when I was exploring a region of high cave density).
One thing that I have not found yet is a "colossal" cave system, which is similar to a cave system I found in my first world, and rare enough that only somebody like me will likely find one, as they generate only once every 10,000 chunks, which is around 100 times more common than similarly sized cave systems in vanilla 1.6.4, and around twice as large as the largest cave systems in 1.7 based on a mod I made that searches for dense concentrations of caves over millions of chunks (the largest cave systems in 1.6.4 are staggeringly huge). For perspective, here is a rendering I made of my first world, back when the world was around 20,000 chunks in size; it is about a third of the way down near the left side (shown at y=20 so it stands out; it is not the largest single cave system, which would be an area near the top center):
Of note, when colossal cave systems generate they displace any caves/ravines/mineshafts that are in the same spot, in a similar manner to how regular caves displace mineshafts. Here's a comparison of the vanilla mineshaft spawning code and my mineshaft code:
TheMasterCaver's World; unlike vanilla, mineshafts generate to a 14 chunk grid at relative coordinates 0, 0 - 2, 2 and 7, 7 - 9, 9; when measured on a diagonal this gives a minimum spacing of about 7 chunks and an average spacing of about 10 chunks. It then counts the number of caves in the area and if there are more than 23 caves it returns false, with a similar check for colossal cave systems within a larger radius. After this, the "size" of a mineshaft is set, ranging from 5-11 "sections" with an average of 8, which is the vanilla value; this value also controls the maximum "span" of a mineshaft, which is 10 times this value with a minimum of 64 (i.e. 64 to 110 blocks from the center, or 128-220 blocks across; vanilla has a fixed value of 80, or 160 blocks across):
In the end, Mojang needs to add customization of caves and other structures, which is very easy to do; in fact, Superflat has allowed you to customize most structures for years - yet even for those structures they were too lazy to bother adding in a few more sliders to allow us to customize them in normal worlds. It is particularly ironic that caves have been nerfed multiple times over the game's lifetime - for a game that was originally a cave exploration game, aptly named "Cave Game" and later "Minecraft", with mining a big part of the game. Yes, 1.7 wasn't the only or first time they nerfed caves - a while ago I decompiled InfDev and found that caves were 50% more common than up to 1.6.4 (granted, Beta 1.8 offset this by adding in ravines and mineshafts).
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 apologize for not being more specific. I was referring to your generation, that it was a little too dense. I like the chances for larger caves and that you've made caves tend to be longer, but feel they should be less dense.
I was unaware that cave generation had changed so much in 1.7. Honestly I don't mind it much, other than (again) I feel the they should be a little longer for better chances for interconnectivity between cave networks.
You're right about there not being any customization options for cave generation. Sure would be nice.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I added some code to print out the width, length and coordinates of each big cave that was generated and flew south for 5000 blocks after the first cave appeared (they do not generate within 512 blocks of the origin):
There were 66 caves generated, and the area covered is about 6,562 chunks, for about one cave every 100 chunks. Of these, only 5 had a width that was larger than the widest caves seen in vanilla (27 blocks), which is also the maximum width as caves vary in width in a similar manner to ravines, getting wider towards the middle; unlike ravines, caves branch one time into two smaller caves, which are 4-5 blocks wide in vanilla while I made their width depend on the width of the main cave when large caves are generated (1/3-2/3 of the width). 5 caves had a width of only 9, the minimum possible for these caves and slightly larger than the average width of vanilla large caves (which are 10% of all caves; for comparison, there are an average of 2,933 vanilla caves in 6,562 chunks, representing about 98% of all caves. Note that I also made vanilla large caves caves larger, with a multiplier of 1-5 instead of 1-4, for a maximum width of 33 blocks).
Another thing to note is that their y-coordinates are all in the range of 15-35; this is their starting point and was set within that range to reduce the chance that they break the surface, while not being so low that they end up filled with lava (below y=4) unless they go further down (caves initially start at 15-25, then are shifted upwards by their width / 8; the widest caves are shifted up by 10 blocks for a range of 25-35). Longer caves also have more "curviness", so they are less likely to extend out that far in a straight line; actually, if a cave tries to get more than 192 blocks from its starting point it will clip off at a chunk boundary since a "range" of only 12 chunks is used when generating them; this does not apply to longer ravines because they are generated in two halves going in opposite directions from their starting point.
This was the widest cave found, 42 blocks wide and 250 blocks long:
(the shelf sticking out on the left side is a beach; caves can't cut though blocks in beach biomes above y=60, leaving a layer of sandstone under a layer of sand)
(diorite marks every 10th block, a total of 42 across)
Here is a full size rendering of the underground:
Also, here is the surface map:
I checked out my own world and found that the giant cave I mentioned in post #94 is actually two separate caves merged together, with maximum widths of 29 and 55 blocks; the cave I found most recently was 44 blocks, and another cave was 41 blocks, plus several others in the 30 range; some of these caves were much smaller than their size might suggest; for example, the first cave shown here is 31 blocks wide and 290 blocks long, but is just a 50 block deep vertical pit with most of the cave "under" the world; caves like this can possibly "surface" again some distance away.
Also, I renamed the thread to something I thought was more fitting.
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?
Wow, very interesting. Good title change also.
What is that mountainous biome with all the lava?!!
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
That's a volcanic wasteland, which I also found in my world early on, which is a bit surprising given that it is the rarest biome, at least on land:
Here's a rendering of the one in my world in MCMap; Unmined doesn't differentiate between gravel, dirt, stone, grass, and obsidian:
Also, to the far left you can see a Winter Forest, a forest biome with snow; towards the bottom a Mixed Forest, a relatively dense forest with all types of small trees (oak, spruce, birch, jungle, and "poplar", the last being a variant of birch); and towards the top is a regular forest.
Most of the surface lava lakes are on the top of the highest mountains, unlike normal lakes, which have only a 10% chance of generating above sea level (this is where the 80 comes from in the Customized settings; there is a 1/8 chance per chunk of a lava lake and a 1/10 chance they generate above sea level; the actual chance is much lower than this since not all will generate due to rough terrain, water, etc). There are also more lava springs above sea level, as well as more of both underground, and no water, not even water springs (which still generate under deserts in vanilla; unlike vanilla, I let water lakes generate below sea level in deserts).
Another feature of this biome is that there are more ores, with about 50% more of every ore, including higher ranges, and in particular emerald ore is more common than gold is elsewhere, with 2 veins of size 7 between 0-32, plus 3-8 single ore blocks up to y=40. Amethyst is also considerably more common, particularly in caves, where it is about 5 times more common than elsewhere (which is still rarer than diamond normally is; I've found about 8 times more diamond than amethyst by caving). There is also more granite, etc, generating up to y=128 instead of y=64.
Also, it has an unusual Overworld mob spawn; magma cubes spawn similarly to slimes, regardless of light level, and over any elevation (another unusual mob you can find is giants; yes, these giants, though I nerfed their damage (5 hearts on Normal, which is still a two-hit kill without armor on Normal or Hard) and have then drop 20 XP, burn in sunlight, set players on fire if they are burning (longer than normal zombies; on Hard you burn as long as you do from lava) and Smite is effective against them; they are pretty uncommon, perhaps one seen per night and only spawn above sea level).
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 picked up some interesting mob loot:
That's right - I got enchanted diamond leggings from a zombie, and an amethyst shovel from another, only the second time one has dropped an amethyst item (only as weapons and never enchanted since they can't be enchanted normally, only with books). The other item I got was a sword, which I used to repair my sword for about as much durability as one unit, for less levels (one unit costs 47 levels, only possible since I increased the anvil cost limit to 49 levels). Based on weapon chances and drop rates an average of 4,411 zombies need to be killed to drop one amethyst item, since they have a 6.67% chance of having a weapon (6.67 times higher than in vanilla on Normal, which is but 1% (seriously?) and higher than Hard, which is 5%), a 4% chance of that weapon being amethyst (an 80% chance of iron, 16% diamond, and 4% amethyst) and a 8.5% drop rate. For any particular item there is a one in 17,647 chance of a drop since they can carry swords, axes, pickaxes and shovels, instead of just swords and shovels.
As for diamond armor, up to 22.5% of zombies wear armor at the maximum regional difficulty on Normal, which is attained after 100 hours, during a full moon, since I changed it to reflect the total time played with moon phase still having an effect (prior to 1.8 the total time played had no effect at all in vanilla; 1.8 did add a small effect) and of those there is a 0.16875% chance of diamond armor, about 4 times higher than vanilla; other tiers also have a higher chance. This gives about a one in 2,634 chance of diamond armor and a one in 7,746 chance of a drop, assuming full armor (full armor is also more likely than vanilla; for helmets only the chance is one in 30,985). This is actually the second time I got diamond gear from a zombie, the first time I got two pieces, which I'm saving in a "trophy chest", along with diamond tools.
Also, you might notice all of the rails - taken from abandoned mineshafts and nearly as many as I used to build a railway to my secondary base, and with fewer mineshafts than in vanilla 1.6.4, where I'd sometimes get over half a double chest full by the time I returned to my main base. I've mined nearly 6,000 so far, which when compared to the amount of ores I've mined is about 60% of what I mined in my first world, where I mined over 50,000 rails, and consistent with the relative frequency of mineshafts (as noted in earlier posts, some can get larger or smaller but average close to normal size).
In addition, this is pretty self-explanatory as to how many resources I regularly mine; this was the result of the last few days of playing:
Also, I've often posted "stats" showing how much I mined, which can also display percentages and individual counts for each type of common Overworld mob (zombie pigmen and magma cubes also count, as zombies and slimes receptively); the latter shows how common zombies are, not because they actually spawn more, except for uncommon reinforcements (rare if you use better weapons as the chance is per hit) but because of their summoning for help. I've also noticed that skeletons are pretty common; some creepers explode but not that many, their AI seems to cause them to forget about you if you go around a corner (often standing just around it as if waiting for you to come around). The cave spiders shown are also representative of their natural spawning below sea level, not from mineshaft spawners:
You might notice that I didn't mine that much of the deeper ores, since I mainly explored the upper layers of a cave system.
Another interesting thing I thought to note - I happened to reach a score of exactly 350,000 after taking some ore and potatoes out of furnaces. This is also all of the XP I've ever accumulated so far in this world since I haven't died yet.
I also came across this interesting cave opening while going back to my base, located under a mountain in an Extreme Hills biome and close to where I last left off so I'll likely be exploring it soon; I've stopped exploring under the ocean for the time being after I reached a dead end in the direction I was going in (moving from one cave/mineshaft/ravine to the next through interconnections underground; I'll also go down any unlit surface openings I come across but more often than not they are either dead ends or lead to an area I explored. I also found a mineshaft a while ago after mining a coal vein, which as far as I can tell was the only connection to it and some associated caves and ravines):
Here is a look at some of the rest of the Extreme Hills; the highest mountain in the distance goes a bit over y=128, the first terrain I've seen that exceeds the old terrain height limit (while testing I've found Extreme Hills going over y=160):
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?
Just a tiny little suggestion for your mod, you could use the ruby texture that was gonna be used for minecraft. It could just add some variety to it =3
Yes; while that is based on an older version it has pretty much the same things with only a few changes since then, and also has the advantage that normal caves and ravines generate the same way as in 1.6.4, so you can use it with 1.6.4 cave seeds; for example, the seed "-4564711678143067160" spawns you next to a huge cave system in 1.6.4 (described as "crazy big", which is justified even by 1.6.4 standards).
Of interest, here is a comparison of that seed in vanilla 1.6.4 and TMCWv3 (as I'm playing on):
TMCWv3; caves are different because I changed how the size and frequency are calculated but otherwise normal caves should have the same size and frequency distribution as vanilla 1.6.4, plus an average of about 10% more caves due to 7 more layers underground. Note that the largest caves and ravines do not generate within a 512 block radius of the origin, which covers most of the area shown; a couple very large caves can be seen near the bottom and smaller large caves around the edges. There are also more mineshafts since I don't reduce their frequency near the origin, only limit their maximum size (vanilla 1.6.4 reaches the same frequency about 48 chunks from the origin):
Such giant cave systems are just the norm though for 1.6.4; for example, this is the seed for my current world in vanilla 1.6.4; the cave system near the lower left is about twice the size of the ones in the "crazy big cave" seed (note that this is half the scale; I previously posted it here):
Also, see that area near the bottom center of TMCWv3? I checked it out afterwards and found a truly crazy big cave - larger than any I've ever seen so far, which also merges with a giant ravine on one end, making it appear even larger:
You can also find caves just as large in TMCW Underground as I haven't changed their size since then (they won't be in the same 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 like your house. Nice work so far. Btw, I don't understand why you don't cave. For me, It's only annoying when I'm trying to mine only
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
http://www.minecraftforum.net/forums/servers/pc-servers/2811770-axiba-smp-community-focused-vanilla-survival#c4
Say what?! Was this supposed to be posted on a different thread? Because I can't fathom how somebody could say such a thing, given my username, the thread title, and the contents of most of my posts.
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 assume you only read the first few posts?