I found two new things today - a new type of cave system and a new biome, the first in a while, as well as another large ravine; similar to the last one I explored everything connected to the ravine before exploring it, and while doing so I found a maze cave system, which is made up of maze-like caves stacked in layers with short vertical caves connecting them together.
First, here is the new large ravine that I found; as with the last one I got sidetracked by the maze cave system but will explore it next time:
Unlike the last one this one was recognizable for its length, while being about as wide as the widest vanilla-sized ravine, which are 3-15 (averaging 7.5) blocks wide, and 85-112 (averaging 98.5) blocks long:
Results found for the area from -256, 752 to -209, 799:
Found ravine with length of 206, width of 14, depth of 39, and volume of 53985 at -232, 18, 776
At the other end of the ravine were a few caves, including one which I almost immediately recognized it as a maze cave, which are distinguished by being perfectly level and straight, either along an axis or diagonal, with a characteristic variation in the walls:
Maze caves are either straight or diagonal, with the orientation semi-randomly varying between each layer; semi-randomly because there can't be more than two layers with the same orientation in a row. The first screenshot is a diagonal cave while the second is a straight cave:
The layers are interconnected by vertical caves which rise up from the center of a layer, except for the uppermost layer, which has two caves capable of reaching y=100, so they almost always reach the surface, unless there is water or a high mountain overhead; this one was under a jungle so the entrances were covered up with leaves:
Here is an animation made with Minutor; there were 9 layers/caves with a vertical spacing of 7 blocks, which is one of two configurations, the other having 8 layers spaced 8 blocks apart (the top layer is always at y=59 and the bottom layer is always at y=3, a range of 56 layers and the interval between layers is either 7 or 8):
Here is a cave rendering; I explored the entire area off to the right of the long ravine today, which shows up as a long thin line since only one of the ledges (the one I crossed it lengthwise by) shows up. As with the vertical cave system I induced a separate rendering of the maze cave by itself in the upper-right:
I also came across this interesting area down at lava level in an adjacent cave system; this is not a large cave but simply a dense clustering of caves at about the same level which formed a mostly open chamber measuring about 30x40 blocks:
Finally, I found a new biome after coming to the surface to see what was being shown on my map, which appeared to show a mostly treeless grassy biome, which turned out to be two biomes; Hilly Plains, which I'd found before, and Mega Tree Plains, which is a plains-like biome dotted with giant trees which can get up to 64 blocks tall (high enough to reach cloud level from near sea level):
Speaking of map, I've already come close enough to my new base for it to show up, although I'd explored as far south as z=600 prior to building it and making a new map so I haven't progressed quite that quickly:
(it is the gray/green dot just about the crosshair; just to the left is the lava flow seen in a previous post showing my base)
Also of note, I found a total of 8 dungeons today, 5 of which were in the maze cave system, which are particularly suitable for dungeons due to their layout; overall I've found 71 regular dungeons and 4 double dungeons over 42 sessions so that's quite a lot for one day, even one in which I played more than usual, with 5278 resources mined, 550 mobs killed, and 8104 XP collected:
Believe it or not, none of these are records, except perhaps the number of witches I killed today, thanks to a witch dungeon, many of them killed before I discovered them (I knew there had to be a dungeon nearby as soon as I'd killed more than a few but did not find it until 15-20 minutes later):
Structures found (by number):
71 dungeons
63 ravines (up to 5 intersecting)
20 mineshafts
9 large cave systems (the sort of swiss cheese cave found prior to 1.7)
5 large caves (larger than vanilla)
4 double dungeons (a special type, not two dungeons intersecting)
4 large ravines (larger than vanilla)
3 villages
2 fossils
2 jungle temples
2 igloos (no basements)
1 maze cave system
1 stronghold
1 vertical cave system
Biomes found (by order found):
Plains (technical biome)
Mixed Forest
Lake (technical biome)
Jungle
Birch Forest
Poplar Grove (technical biome)
Desert
Tropical Swamp
Big Oak Forest
Snowless Taiga
Rocky Mountains
Ice Plains
Roofed Forest
Mesa
Winter Forest
Forest Mountains
Bushlands
Mountainous Desert
Swampland
Hilly Plains
Winter Taiga
Frozen Lake (technical biome)
Mega Tree Plains
Highest terrain found (y=128 or higher):
165 (Ice Mountains)
156 (Rocky Mountains)
128 (Roofed Forest Hills)
Largest ravine:
336 blocks long, 24 blocks wide, 53 blocks deep (calculated volume of 194787)
Largest cave:
200 blocks long, 20 blocks wide (calculated volume of 24356)
Gee, that lava could help me right now! I'm so cold in my house.
What are your next plans for the world? Building, exploring, etc.
It is pretty much what I've been doing over the past month or so, or for most of the time I spent in my first world, aside from building the occasional secondary base and railway, which for this world will be whenever I move onto a new map, for which i currently plan to explore up to 9 (3x3 maps centered around the origin).
For the most part I have not set any goals in any of my worlds, or at least not long-term goals, such as walking the equivalent distance to the Far Lands in my first world, which I did not really consider as a goal until a month or two before I reached it. For this world I do plan to find at least one of every type of cave system, of which there are still a lot to find:
So far I've found one of the largest sizes of ravines, a vertical cave system, and a maze cave system, as well as various sizes of larger caves (5 which were recognizable as being larger), but none of the largest variant yet:
Here is a list of their calculated frequencies within a fully zoomed map (4 level 3 maps, which I'm using):
1 giant cave region (1 every 16384 chunks)
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)
126 larger than usual caves (1 every 130 chunks)
240 of all types (1 every 68.3 chunks)
Other structures:
404 dungeons (1 every 40.6 chunks)
100 abandoned mineshafts (1 every 164 chunks)
22 double dungeons (1 every 746 chunks)
2 strongholds (1 every 8192 chunks)
Note that many of these, except for double dungeons, only generate outside of a 32 chunk circular radius from the origin, 40 for strongholds and colossal cave systems, and an effective radius of about the same for regional caves (all four corners must be outside the 32 chunk radius, so their center distance is effectively further away), which includes around 80%/nearly all of a level 3 map centered around the origin, which I only recently moved off of.
If I fully explore a 3x3 level 3 map area (3072x3072 blocks) I'll find about the following, as seen using a different seed:
It is possible for even such a large area to not have everything; the seed 100 does not have any giant cave regions within this area (includes any regions with at least one chunk within the area), although at least one of everything else should always be present (with the way I made Eyes of Ender find strongholds there must be one within 2048 blocks of the origin or they will not work). For comparison, in my first world I explored around 60,000 chunks, or more than 14 level 3 maps.
In the spoiler in my last post I mentioned that some seeds may not have everything within 1536 blocks of the origin; I decided to check my own world, omitting the locations and only showing the number of each cave found and I found out that it did not have any giant cave regions either.
That means that I had to fix it, which I did by adding a value to a multiplier used in the code that determines what type of regional cave will generate and checking that it did not come too close to generated chunks by printing out whether it was successful or not:
boolean flag = true;
// Main world area
if (x >= -960 && x <= 704 && z >= -1072 && z <= 1072) flag = false;
// Stronghold area
if (x >= -1168 && x <= -384 && z >= -1104 && z <= -320) flag = false;
// Eastern extension
if (x >= 512 && x <= 912 && z >= -224 && z <= 464) flag = false;
// Southern extension
if (x >= -768 && x <= 480 && z >= -512 && z <= 1376) flag = false;
if (flag) System.out.println(count + ": Success");
Seed is TMCWv4 (numeric value is -1816924181)
Range is +/- 1536 blocks (+/- 96 chunks)
Showing up to 1 results for each category
Searching for caves...
Added 4 to giantCaveRegionSeedMultiplier
Added 0 to colossalCaveSeedMultiplier
Locations of nearest colossal cave systems (locations are the center unless noted):
3
Locations of nearest circular room cave systems:
12
Locations of nearest ravine cave systems:
14
Locations of nearest vertical cave systems:
11
Locations of nearest maze cave systems:
8
Locations of nearest combination cave systems:
7
Locations of nearest giant cave regions (NW and SE corners):
1: Success
2: Success
2
Locations of nearest network cave regions (NW and SE corners):
6
Locations of largest caves by distance:
20
Locations of largest caves by volume:
20
Locations of largest ravines by distance:
30
Locations of largest ravines by volume:
30
Locations of nearest strongholds (starting points):
4
Locations of nearest abandoned mineshafts:
228
I then added code to the mod that checks for giant cave regions within 96 chunks of the origin and checks different values until at least one is found or a maximum number of checks are done, starting with the value that worked for my world; any seeds that had them within the area are not affected and other regional caves within affected seeds which are not changed to a different type generate exactly the same:
giantCaveRegionCheck:
for (int i = 0; i < 100; i += 4)
{
this.giantCaveRegionSeedMultiplier = this.seedMultiplier + (long)i;
for (int z = -96; z <= 96; z += 12)
{
for (int x = -96; x <= 96; x += 12)
{
if (this.validRegionalCaveLocation(x, z, x * x + z * z) && this.isGiantCaveRegion(x, z))
{
break giantCaveRegionCheck;
}
}
}
}
// Determines which type of regional cave generates; 1/4 of regions within a 128x128 chunk
// area are giant cave regions (true) and 3/4 are network cave regions (false)
public boolean isGiantCaveRegion(int chunkX, int chunkZ)
{
chunkX = (chunkX + this.caveOffsetX) / 64;
chunkZ = (chunkZ + this.caveOffsetZ) / 64;
this.caveRNG.setSeed(((long)(chunkX / 2) * 341873128712L + (long)(chunkZ / 2) * 132897987541L) * this.giantCaveRegionSeedMultiplier);
return (chunkX & 1) == this.caveRNG.nextInt(2) && (chunkZ & 1) == this.caveRNG.nextInt(2);
}
I also added the same check for colossal cave systems (of which there were 3 in my world) since there was about a 1% chance that there would be none within the area (this was not applied to strongholds, which do require that they are no more than 2048 blocks away so Eyes of Ender work properly but it is guaranteed that they will be no more than 1792 blocks away, both along an axis). Unlike regional caves, where the type is determined when they are generated, this changes their locations and structure (based on the chunk they are centered in) in affected seeds.
Also, given that there were 228 mineshafts found and I've only explored 20 so far this means that I've explored less than 1/10 of the world (they are about equally as common near the origin as away despite a lack of special caves, which prevent them from generating nearby, since normal caves are more likely to prevent them from generating; that is, near the origin about 40% of mineshafts are removed by normal caves while away from the origin it is about 25%, with special caves removing about 20% of the 75% that remain for a total of about 40%).
I found several things today, two of them for the first time in this world - a desert temple, a fossil, a village, and a desert well.
I found the desert temple first after noticing a gray square shape appear on the map and I came up to investigate:
At first it looked like an ordinary desert temple, with only the vanilla pressure plate trap:
However, one look at the chests and I knew NOT to open them right away - they were trapped chests, meaning that there is also extra TNT under them (13 total):
This is what I found in the chests; I took all the loot in the first screenshot, while I left the rest behind (iron and gold horse armor and saddles are not worth taking due to how common they are; in my first world I found close to two double chests of diamond horse armor; the book had Thorns III, which I consider to be the worst enchantment you can get, and otherwise I only take ones with enchantments that I use):
While this desert temple had trapped chests in addition to the normal pressure plate trap there are a total of 12 possible combinations of traps, including mob spawners located in the upper part:
Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner
Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner
Later on, I came across another fossil in the ceiling of a cave, and at the same time I noticed something else on the map when I looked at it, which turned out to be a village:
There was also a desert well next to the village, which, while being relatively rare are not really that rare, just easy to miss due to their size (in vanilla they are actually more common than villages with a 1 in 1000 chance of generating in any chunk in any type of desert, while villages have a 1 in 1024 chance of generating in Desert only; in TMCW the chance of a village is 1 in 576, which was increased to offset the reduced prevalence of their spawn biomes with about 90% as many villages overall as vanilla 1.6.4 within "normal" biome areas, while TMCW also has a 1 in 1152 chance of villages in Ice Plains. Note that this does not account for failed attempts due to insufficient space, since they require that the biome around them is entirely one of their spawn biomes, unlike 1.10+):
Beyond the village is also what appears to be ocean, or a full-sized Lake biome (I did not go up to to get a better look but it appears that there isn't a beach in the screenshot, which have a distinctive appearance in TMCW due to specially modified terrain generation).
The cave with the fossil in it was also the longest cave that I've found so far - 334 blocks long and up to 14 blocks wide - and was one of four large caves generated in the same chunk, with the others between 9-11 blocks in width and around 120 blocks long:
When a large cave generates there is a 10% chance that additional caves will generate in the same chunk, with a 1/30 chance each of 2,3, or 4 caves, which is what I call a "large cave cluster" on this chart. With an average frequency of one every 130 chunks this means that the chance of 4 caves in one chunk is about one in 3,900 chunks, so this is relatively uncommon:
Found cave with length of 114, width of 11, and volume of 5225 at -376, 25, 680
Found cave with length of 125, width of 9, and volume of 4642 at -376, 18, 680
Found cave with length of 117, width of 10, and volume of 4660 at -376, 19, 680
Found cave with length of 334, width of 14, and volume of 22627 at -376, 18, 680
These are all of the same cave, which twisted and curved across an area around 100 blocks across, before finally going below lava level; it started to the northeast of the desert temple, went under it to where I found the fossil, then curved back to the northeast before ending:
Also, I brought all of this stuff back to my main base (I could have waited another day or two but was going back to get diamond pickaxes and a shovel for fixing up the village), where I also added a copy of the map I'm currently exploring to my map wall:
This is 24,323 resources, including 12,402 coal, 5,157 iron, 4,230 redstone, 1,656 lapis, 756 gold, and 122 diamonds; aside from coal I did not use any of what I mined or found in chests:
All of these items were brought back in my inventory and regular Ender chest; including the diamond Ender chest I can effectively carry up to 117 stacks of items at once (unlike regular Ender chests diamond Ender chests can't be picked up with Silk Touch; they drop 8 obsidian and 8 diamonds and you need an Eye of Ender to recraft them. I only use them for transporting items back to my main base, which does not require picking them up since I have one at each base):
The Meaning of Life, the Universe, and Everything.
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I just read almost all of your posts, and i have to say. This is so amazing, thank you so much for sharing this with everyone. going to start following this.
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
The Meaning of Life, the Universe, and Everything.
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Also I was just curious, out of the zip file for the download, do I only need the files in the Mod folder and the .json? or do I also need the NoExclusion/other files for the mod to work. thanks
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Also I was just curious, out of the zip file for the download, do I only need the files in the Mod folder and the .json? or do I also need the NoExclusion/other files for the mod to work. thanks
The mod itself is in the "Mod" folder, "NoExclusion" is if you want the different types of caves and larger caves and ravines to be able to generate close to the origin (within a 512-640 block radius of 0,0. Strongholds are not affected); this must be added after the other mod files. The json file is so you don't have to edit it yourself, since I've seen a lot of issues with how to edit it, especially since the launcher rewrites it as one line and it is hard to tell what should be changed (if you download it directly from Mojang's server it is formatted but on first launch the launcher will rewrite it).
The other things are separate utilities or definition files; for example, the "Minutor" folder contains definitions that can be installed so Minutor shows the correct blocks and biomes and "CaveFinder" is a command-line Java app that will show the locations of special caves and ravines and mineshafts and strongholds in a given seed (edit the included batch file).
ETA: I just noticed that I had not updated the class within the "MLG" folder since the last time I changed it, although you don't need to redownload the mod if you don't plan to use it (it enables a debug mode that generates a Superflat-like world with only caves and structures, which I'd used while testing; you can either add it to the client after the normal mod or use it in the server jar with Minecraft Land Generator, which will generate terrain many times faster than normal so you can quickly generate a map then use a utility like Unmined to see underground. Or use it as a fun Survival challenge).
I found the largest cave that I've found so far, which formed a chamber measuring about 45x60 blocks and 20 blocks deep, with a 40+ block drop from a ravine on top of it; the underlying cave itself was 174 blocks long and up to 23 blocks wide with an estimated volume of 28644; since it curved around on itself it made a larger chamber than its width suggests:
From the top of the ravine over the cave; I was at y=52 with the floor of the cave being around y=10:
There were also a lot of mobs in the cave:
A look at the cave in Minutor, with a mineshaft next to it for comparison; if the cave had been slightly larger (24 or more blocks wide) the mineshaft would not have generated:
This cave is still only about half the volume of the "largest" caves, the kind that will be displayed by the CaveFinder utility, which uses a calculated volume of 50000 as the threshold to avoid getting too many results (I set the maximum at 999, which should not be reached for any seed with the maximum radius of 8192 blocks (an area of 1050625 chunks); mineshafts have a lower maximum radius to help ensure that they do not exceed this).
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Thanks, I got the mod to work.. but something really strange is happening. Most versions beyond 1.7.10 to around 1.6 (i haven't tried below 1.6, except the old_beta versions) for some reason don't have any sound playing. I've tried the various commands like f3 +s, f3 +t and f3 + e and nothing seems to be working. Have you ever heard of this? I've also fresh installed MC and rebooted. Really weird huh?
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Thanks, I got the mod to work.. but something really strange is happening. Most versions beyond 1.7.10 to around 1.6 (i haven't tried below 1.6, except the old_beta versions) for some reason don't have any sound playing. I've tried the various commands like f3 +s, f3 +t and f3 + e and nothing seems to be working. Have you ever heard of this? I've also fresh installed MC and rebooted. Really weird huh?
That's really strange; did you run 1.6.4 before installing the mod (I assume that you did in order to download the jar), which will also download all the necessary assets. I could see that affecting the mod but not every other version, and my mod certainly does not alter any other game files besides the game itself. Do you see any errors referring to OpenAL/SoundSystem in the game output, or "failed to download" in the launcher log?
I looked online and did find some stuff about sound not working correctly in modded 1.6.4 due to assets not being downloaded properly (for example; they mention that a slow Internet connection can cause issues) but not about it not working anywhere at all. If it was just 1.6.4 or the modded version I'd suspect the json file (e.g. incorrectly assuming that the same json is used for every OS, which I do think it is since it mentions Windows, Linux, and Mac OS. Assets are simply specified as "legacy"; for comparison, 1.11.2 has "1.11").
ETA: I noticed that the json file inside the download for the mod was different from the one inside the versions folder and I replaced it with that one, which was created with the new launcher, not sure if that is responsible for any issues but the original file was rewritten by the new launcher when it updated (it rewrites all json files to a single line without whitespace the first time the version is run, the file I included in the download was not like that).
Also, i'd like to mention that i'm not too familiar with all of this so I apologize if i'm giving anything that is useless, also if you don't want to help just lmk and I can post this in a support thread. But I also noticed this in the debug window of the launcher Log:
this is in version 1.6.4
05:02:12
launcher
Preparing wood1.ogg
05:02:12
launcher
Got local file for stone6.ogg
05:02:12
launcher
Got local file for wood1.ogg
Am I correct in assuming that is evidence that it is downloading the sound files, preparing them and successfully accessing them?
I'm not sure what is going on, all pretty strange and the first time i'm encountering this. Perhaps the assests are being downloaded correctly, but the path is wrong?
Also found something interesting with v 1.7.2:
Unable to play unknown soundEvent: minecraft:gui.button.press
Unable to play unknown soundEvent: minecraft:music.menu
Unable to play unknown soundEvent: minecraft:minecart.base
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Well, an interesting Friday for me for sure. To make a long story short, I ended up just downloading an older version of the launcher and it downloaded 1.6.4 correctly. So i'm glad to say that i'm finally starting my world in TMCWv4. I'm so excited, plus I kind of want to make a journal of sorts similar to how you are documenting your world. Caving has been, and always be my favorite aspect of this game. Thanks!
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
I found my fourth fossil today; unlike the first three it was a skull and I fully excavated it since it appeared to be different (I previously only excavated one of the others):
Also, I found a vertical cave cluster, which is like a miniature vertical cave system, with 3-6 caves. Along with several other variants of cave clusters these are actually pretty common, with about one every 480 chunks, but due to the way they generate they are less likely to intersect other caves; while other types of caves displace normal caves cave clusters instead generate in areas with no normal caves, ravines, or mineshafts within a 2 chunk radius, and they are relatively small (in a similar manner fossils generate once every 64 chunks in deserts and swamps but many do not intersect caves). An additional 3 chunk radius (total of 6 chunks) is checked and if it passes a combination cave system, made up of 4 different types of caves, will generate, which is much larger and will likely intersect surrounding caves, with about a one in 3400 chunk chance of generating.
Thanks for your help with this by the way, I do really appreciate it. So, I checked out the logs when I launched it and here is what I'm reading
I have no idea what is going on; the only indication of any errors is from 1.7.2, and the message is a bit odd, as if the game does not even recognize its own sounds (or the error is coming from the OpenAL library); it would be best to make a thread in Support (unmodified may be better if it also affects vanilla versions).
For the next version of TMCW, can you add Skeleton Trap?
I considered adding chicken jockeys before but I could not figure out how to get the zombie to control the chicken, so I just added cave spider jockeys instead; just like regular spider jockeys the spider controls its movement. This would have to be done in order for skeleton traps to work properly, or they would just act like normal horses.
Also, such a feature doesn't necessitate a new version, which I only do for major changes to world generation like adding new biomes or a general change to cave generation which would cause chunk borders between old and new chunks, and even then I recently made a change that ensures that a couple of the rarer types of caves will always generate within 1536 blocks of the origin, the largest area that I plan to explore in this world, after finding out that one did not exist within that area in my world; however, this only affects that type of cave and I made sure that none were too close to existing chunks so they would not be cut off. Many other seeds are not affected at all since I only change the value of a multiplier if they are not found using the default one.
Another recent change was to the spawn point finding algorithm so that if a valid spawn biome is not found during the initial check instead of simply returning 0,0 I search for a grass-covered biome that is not ocean or river within 64-256 blocks of 0,0 so you don't spawn right at 0,0 (for example, if an ice plains is around 0,0 this will often result in no valid spawn biomes nearby and vanilla will just give up and use that as the spawn point). Aside from the spawn point in those seeds (for example, the seed "107038380838084" would spawn you in a swamp at 0,0 but now spawns you around -160, 180*).
*Incidentally, this seed breaks the game if used in vanilla but works normally in TMCWv4 (previous versions were also affected, along with the "mirrored caves" bug mentioned, which was particularly noticeable when it affected a large cave or ravine). Here is a comparison of that seed to several other seeds (I do not have many notable seeds because I did most of my testing on one seed):
Seed "107038380838084"; spawn is near the intersection of Mesa, Swampland, and Extreme Hills; a witch hut can be seen to the southeast of spawn, near the bottom; and to the northeast are two intersecting ravines at the surface (nothing else connects to them) which have two dungeons connected to them. Notably, just to the east of spawn are five intersecting ravines:
Seed "10", the seed I used for most of my testing, which I chose because it spawns you in the middle of a huge landmass. Spawn in in a technical Plains biome within a larger Hilly Plains biome, and clockwise from east there are Forest Mountains, Mega Forest, Mesa, Extreme Hills, and Tropical Swamp:
Seed "TMCWv4", the seed I used for my world; spawn is in a technical Plains biome within a Mixed Forest, with another smaller patch of Plains to the east. The body of water is a Lake biome, while clockwise from the south are Birch Forest, Winter Forest, Jungle, with a jungle temple to the west of spawn, and a Desert with a village further to the northwest (note - if you play on this seed and explore further than I have I'd rather not know what you find):
Seed "-123775873255737467", which is the seed for my first world; I have not used it while testing and just thought to include it for fun, along with a comparison of the seed in vanilla. In TMCW spawn is in a Forest, which includes a couple technical Plains biomes, deserts to the north and southwest, and Taiga (no snow) to the east:
The same seed in vanilla 1.6.4; the main difference near spawn is the number of mineshafts, which are much more common in TMCW since vanilla makes them less common within 1280 blocks of the origin (linearly decreasing in frequency down to none at 0,0. Since TMCW has about 60% as many mineshafts as vanilla this is equivalent to the vanilla frequency 768 blocks away):
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Hey TMC, I had to share this with you! Check out this absolutely massive cave that opens to the surface. Have you seen anything like this yet? Or am I just not used to the shear scale of these cave systems.
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Hey TMC, I had to share this with you! Check out this absolutely massive cave that opens to the surface. Have you seen anything like this yet? Or am I just not used to the shear scale of these cave systems.
I have not found anything like that in my world but have when testing; for example, I found this in an older version of TMCW (aside from some changes in their placement I did not make any changes to the generation of these caves since):
Here is another cave I found with TMCWv4, as seen in a mapping utility, which is entirely underground, as most of these caves are since they generate within a narrow range near the middle of the ground layer (they may curve up or down):
Also, these caves can get up to 85 blocks across and 336 blocks long (which is effectively up to 462 blocks for the largest variant because of the way they generate), although a cave that large is very rare, on the order of the rarity of the largest caves in vanilla 1.6.4, which get up to 27 blocks wide and 112 blocks long (this does not include the length, though that does affect the width of the largest caves in TMCW). In TMCW a cave at least as wide as the widest cave in vanilla occurs about once every 1850 chunks and are more than 2000 times more common than a width of 26-27 in vanilla (there were only 3 caves with a width of 27 in 1 billion chunks, which is unlikely to represent their true frequency so I included 26):
Here is what my "CaveFinder" utility found within 8192 blocks of the origin in the seed "10", including large ravines; the area covered is a bit over 1 million chunks:
For comparison, the largest cave that I've found in my world so far had an estimated volume of around 28000 and the largest ravine was around 195000.
Of course, it is possible that you found more than just a simple cave; there are "giant cave regions", which are large areas with many large caves; you can recognize them by the fact that giant mushrooms grow in them:
Note that there are an average of 54 large caves in a giant cave region, yet none of them broke the surface like the one you found, indicating how uncommon that is:
I got some interesting mob drops today - an iron axe with Silk Touch and Efficiency II and a diamond sword with Sharpness II and Knockback I, both dropped by zombies:
Not a really good screenshot but you can just see the diamond sword to the lower-left of the crosshair (whenever I see a zombie with a diamond weapon or armor I always get ready to press F2 to get a screenshot if it drops):
I found another Notch apple today, the second one found in 83 dungeons (79 normal dungeons and 4 double dungeons). Interestingly, both of them were in creeper dungeons, although there is no relationship between them (the type of mob only affects the type of mob-specific loot that may be present, such as gunpowder for creepers and rotten flesh for zombies):
I also came across a big cave, possibly the biggest one that I've found so far; I have not explored it yet since I want to finish exploring a mineshaft I found first but unless there is more than one cave it appears to be very large (long) since I encountered it a couple other times relatively far away from this point, where it just reaches the surface:
I found two new things today - a new type of cave system and a new biome, the first in a while, as well as another large ravine; similar to the last one I explored everything connected to the ravine before exploring it, and while doing so I found a maze cave system, which is made up of maze-like caves stacked in layers with short vertical caves connecting them together.
First, here is the new large ravine that I found; as with the last one I got sidetracked by the maze cave system but will explore it next time:
Unlike the last one this one was recognizable for its length, while being about as wide as the widest vanilla-sized ravine, which are 3-15 (averaging 7.5) blocks wide, and 85-112 (averaging 98.5) blocks long:
At the other end of the ravine were a few caves, including one which I almost immediately recognized it as a maze cave, which are distinguished by being perfectly level and straight, either along an axis or diagonal, with a characteristic variation in the walls:
The layers are interconnected by vertical caves which rise up from the center of a layer, except for the uppermost layer, which has two caves capable of reaching y=100, so they almost always reach the surface, unless there is water or a high mountain overhead; this one was under a jungle so the entrances were covered up with leaves:
Here is an animation made with Minutor; there were 9 layers/caves with a vertical spacing of 7 blocks, which is one of two configurations, the other having 8 layers spaced 8 blocks apart (the top layer is always at y=59 and the bottom layer is always at y=3, a range of 56 layers and the interval between layers is either 7 or 8):
Here is a cave rendering; I explored the entire area off to the right of the long ravine today, which shows up as a long thin line since only one of the ledges (the one I crossed it lengthwise by) shows up. As with the vertical cave system I induced a separate rendering of the maze cave by itself in the upper-right:
I also came across this interesting area down at lava level in an adjacent cave system; this is not a large cave but simply a dense clustering of caves at about the same level which formed a mostly open chamber measuring about 30x40 blocks:
Finally, I found a new biome after coming to the surface to see what was being shown on my map, which appeared to show a mostly treeless grassy biome, which turned out to be two biomes; Hilly Plains, which I'd found before, and Mega Tree Plains, which is a plains-like biome dotted with giant trees which can get up to 64 blocks tall (high enough to reach cloud level from near sea level):
Speaking of map, I've already come close enough to my new base for it to show up, although I'd explored as far south as z=600 prior to building it and making a new map so I haven't progressed quite that quickly:
(it is the gray/green dot just about the crosshair; just to the left is the lava flow seen in a previous post showing my base)
Also of note, I found a total of 8 dungeons today, 5 of which were in the maze cave system, which are particularly suitable for dungeons due to their layout; overall I've found 71 regular dungeons and 4 double dungeons over 42 sessions so that's quite a lot for one day, even one in which I played more than usual, with 5278 resources mined, 550 mobs killed, and 8104 XP collected:
Believe it or not, none of these are records, except perhaps the number of witches I killed today, thanks to a witch dungeon, many of them killed before I discovered them (I knew there had to be a dungeon nearby as soon as I'd killed more than a few but did not find it until 15-20 minutes later):
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/297957-what-have-you-done-recently?comment=4423
Here is an update on what I've found so far:
Structures found (by number):
71 dungeons
63 ravines (up to 5 intersecting)
20 mineshafts
9 large cave systems (the sort of swiss cheese cave found prior to 1.7)
5 large caves (larger than vanilla)
4 double dungeons (a special type, not two dungeons intersecting)
4 large ravines (larger than vanilla)
3 villages
2 fossils
2 jungle temples
2 igloos (no basements)
1 maze cave system
1 stronghold
1 vertical cave system
Biomes found (by order found):
Plains (technical biome)
Mixed Forest
Lake (technical biome)
Jungle
Birch Forest
Poplar Grove (technical biome)
Desert
Tropical Swamp
Big Oak Forest
Snowless Taiga
Rocky Mountains
Ice Plains
Roofed Forest
Mesa
Winter Forest
Forest Mountains
Bushlands
Mountainous Desert
Swampland
Hilly Plains
Winter Taiga
Frozen Lake (technical biome)
Mega Tree Plains
Highest terrain found (y=128 or higher):
165 (Ice Mountains)
156 (Rocky Mountains)
128 (Roofed Forest Hills)
Largest ravine:
336 blocks long, 24 blocks wide, 53 blocks deep (calculated volume of 194787)
Largest cave:
200 blocks long, 20 blocks wide (calculated volume of 24356)
Largest mineshaft:
757 rails mined
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?
Gee, that lava could help me right now! I'm so cold in my house.
What are your next plans for the world? Building, exploring, etc.
YouTube https://www.youtube.com/channel/UC21Z2rupws5IulGQMxB1Plg
It is pretty much what I've been doing over the past month or so, or for most of the time I spent in my first world, aside from building the occasional secondary base and railway, which for this world will be whenever I move onto a new map, for which i currently plan to explore up to 9 (3x3 maps centered around the origin).
For the most part I have not set any goals in any of my worlds, or at least not long-term goals, such as walking the equivalent distance to the Far Lands in my first world, which I did not really consider as a goal until a month or two before I reached it. For this world I do plan to find at least one of every type of cave system, of which there are still a lot to find:
Here is a list of their calculated frequencies within a fully zoomed map (4 level 3 maps, which I'm using):
1 giant cave region (1 every 16384 chunks)
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)
126 larger than usual caves (1 every 130 chunks)
240 of all types (1 every 68.3 chunks)
Other structures:
404 dungeons (1 every 40.6 chunks)
100 abandoned mineshafts (1 every 164 chunks)
22 double dungeons (1 every 746 chunks)
2 strongholds (1 every 8192 chunks)
Note that many of these, except for double dungeons, only generate outside of a 32 chunk circular radius from the origin, 40 for strongholds and colossal cave systems, and an effective radius of about the same for regional caves (all four corners must be outside the 32 chunk radius, so their center distance is effectively further away), which includes around 80%/nearly all of a level 3 map centered around the origin, which I only recently moved off of.
If I fully explore a 3x3 level 3 map area (3072x3072 blocks) I'll find about the following, as seen using a different seed:
Also, much of what I posted when exploring my first world can be found in the "what have you done recently" thread, which you can see is pretty similar that what I'm currently doing: http://www.minecraftforum.net/forums/search?by-author=TheMasterCaver&search-thread-id=297957
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?
In the spoiler in my last post I mentioned that some seeds may not have everything within 1536 blocks of the origin; I decided to check my own world, omitting the locations and only showing the number of each cave found and I found out that it did not have any giant cave regions either.
That means that I had to fix it, which I did by adding a value to a multiplier used in the code that determines what type of regional cave will generate and checking that it did not come too close to generated chunks by printing out whether it was successful or not:
I then added code to the mod that checks for giant cave regions within 96 chunks of the origin and checks different values until at least one is found or a maximum number of checks are done, starting with the value that worked for my world; any seeds that had them within the area are not affected and other regional caves within affected seeds which are not changed to a different type generate exactly the same:
I also added the same check for colossal cave systems (of which there were 3 in my world) since there was about a 1% chance that there would be none within the area (this was not applied to strongholds, which do require that they are no more than 2048 blocks away so Eyes of Ender work properly but it is guaranteed that they will be no more than 1792 blocks away, both along an axis). Unlike regional caves, where the type is determined when they are generated, this changes their locations and structure (based on the chunk they are centered in) in affected seeds.
Also, given that there were 228 mineshafts found and I've only explored 20 so far this means that I've explored less than 1/10 of the world (they are about equally as common near the origin as away despite a lack of special caves, which prevent them from generating nearby, since normal caves are more likely to prevent them from generating; that is, near the origin about 40% of mineshafts are removed by normal caves while away from the origin it is about 25%, with special caves removing about 20% of the 75% that remain for a total of about 40%).
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 several things today, two of them for the first time in this world - a desert temple, a fossil, a village, and a desert well.
I found the desert temple first after noticing a gray square shape appear on the map and I came up to investigate:
At first it looked like an ordinary desert temple, with only the vanilla pressure plate trap:
However, one look at the chests and I knew NOT to open them right away - they were trapped chests, meaning that there is also extra TNT under them (13 total):
This is what I found in the chests; I took all the loot in the first screenshot, while I left the rest behind (iron and gold horse armor and saddles are not worth taking due to how common they are; in my first world I found close to two double chests of diamond horse armor; the book had Thorns III, which I consider to be the worst enchantment you can get, and otherwise I only take ones with enchantments that I use):
While this desert temple had trapped chests in addition to the normal pressure plate trap there are a total of 12 possible combinations of traps, including mob spawners located in the upper part:
Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner
Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner
Later on, I came across another fossil in the ceiling of a cave, and at the same time I noticed something else on the map when I looked at it, which turned out to be a village:
There was also a desert well next to the village, which, while being relatively rare are not really that rare, just easy to miss due to their size (in vanilla they are actually more common than villages with a 1 in 1000 chance of generating in any chunk in any type of desert, while villages have a 1 in 1024 chance of generating in Desert only; in TMCW the chance of a village is 1 in 576, which was increased to offset the reduced prevalence of their spawn biomes with about 90% as many villages overall as vanilla 1.6.4 within "normal" biome areas, while TMCW also has a 1 in 1152 chance of villages in Ice Plains. Note that this does not account for failed attempts due to insufficient space, since they require that the biome around them is entirely one of their spawn biomes, unlike 1.10+):
Beyond the village is also what appears to be ocean, or a full-sized Lake biome (I did not go up to to get a better look but it appears that there isn't a beach in the screenshot, which have a distinctive appearance in TMCW due to specially modified terrain generation).
The cave with the fossil in it was also the longest cave that I've found so far - 334 blocks long and up to 14 blocks wide - and was one of four large caves generated in the same chunk, with the others between 9-11 blocks in width and around 120 blocks long:
Found cave with length of 114, width of 11, and volume of 5225 at -376, 25, 680
Found cave with length of 125, width of 9, and volume of 4642 at -376, 18, 680
Found cave with length of 117, width of 10, and volume of 4660 at -376, 19, 680
Found cave with length of 334, width of 14, and volume of 22627 at -376, 18, 680
These are all of the same cave, which twisted and curved across an area around 100 blocks across, before finally going below lava level; it started to the northeast of the desert temple, went under it to where I found the fossil, then curved back to the northeast before ending:
Also, I brought all of this stuff back to my main base (I could have waited another day or two but was going back to get diamond pickaxes and a shovel for fixing up the village), where I also added a copy of the map I'm currently exploring to my map wall:
All of these items were brought back in my inventory and regular Ender chest; including the diamond Ender chest I can effectively carry up to 117 stacks of items at once (unlike regular Ender chests diamond Ender chests can't be picked up with Silk Touch; they drop 8 obsidian and 8 diamonds and you need an Eye of Ender to recraft them. I only use them for transporting items back to my main base, which does not require picking them up since I have one at each base):
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 just read almost all of your posts, and i have to say. This is so amazing, thank you so much for sharing this with everyone. going to start following this.
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Also I was just curious, out of the zip file for the download, do I only need the files in the Mod folder and the .json? or do I also need the NoExclusion/other files for the mod to work. thanks
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
The mod itself is in the "Mod" folder, "NoExclusion" is if you want the different types of caves and larger caves and ravines to be able to generate close to the origin (within a 512-640 block radius of 0,0. Strongholds are not affected); this must be added after the other mod files. The json file is so you don't have to edit it yourself, since I've seen a lot of issues with how to edit it, especially since the launcher rewrites it as one line and it is hard to tell what should be changed (if you download it directly from Mojang's server it is formatted but on first launch the launcher will rewrite it).
The other things are separate utilities or definition files; for example, the "Minutor" folder contains definitions that can be installed so Minutor shows the correct blocks and biomes and "CaveFinder" is a command-line Java app that will show the locations of special caves and ravines and mineshafts and strongholds in a given seed (edit the included batch file).
ETA: I just noticed that I had not updated the class within the "MLG" folder since the last time I changed it, although you don't need to redownload the mod if you don't plan to use it (it enables a debug mode that generates a Superflat-like world with only caves and structures, which I'd used while testing; you can either add it to the client after the normal mod or use it in the server jar with Minecraft Land Generator, which will generate terrain many times faster than normal so you can quickly generate a map then use a utility like Unmined to see underground. Or use it as a fun Survival challenge).
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 the largest cave that I've found so far, which formed a chamber measuring about 45x60 blocks and 20 blocks deep, with a 40+ block drop from a ravine on top of it; the underlying cave itself was 174 blocks long and up to 23 blocks wide with an estimated volume of 28644; since it curved around on itself it made a larger chamber than its width suggests:
From the top of the ravine over the cave; I was at y=52 with the floor of the cave being around y=10:
There were also a lot of mobs in the cave:
A look at the cave in Minutor, with a mineshaft next to it for comparison; if the cave had been slightly larger (24 or more blocks wide) the mineshaft would not have generated:
This cave is still only about half the volume of the "largest" caves, the kind that will be displayed by the CaveFinder utility, which uses a calculated volume of 50000 as the threshold to avoid getting too many results (I set the maximum at 999, which should not be reached for any seed with the maximum radius of 8192 blocks (an area of 1050625 chunks); mineshafts have a lower maximum radius to help ensure that they do not exceed this).
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?
Thanks, I got the mod to work.. but something really strange is happening. Most versions beyond 1.7.10 to around 1.6 (i haven't tried below 1.6, except the old_beta versions) for some reason don't have any sound playing. I've tried the various commands like f3 +s, f3 +t and f3 + e and nothing seems to be working. Have you ever heard of this? I've also fresh installed MC and rebooted. Really weird huh?
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
That's really strange; did you run 1.6.4 before installing the mod (I assume that you did in order to download the jar), which will also download all the necessary assets. I could see that affecting the mod but not every other version, and my mod certainly does not alter any other game files besides the game itself. Do you see any errors referring to OpenAL/SoundSystem in the game output, or "failed to download" in the launcher log?
I looked online and did find some stuff about sound not working correctly in modded 1.6.4 due to assets not being downloaded properly (for example; they mention that a slow Internet connection can cause issues) but not about it not working anywhere at all. If it was just 1.6.4 or the modded version I'd suspect the json file (e.g. incorrectly assuming that the same json is used for every OS, which I do think it is since it mentions Windows, Linux, and Mac OS. Assets are simply specified as "legacy"; for comparison, 1.11.2 has "1.11").
ETA: I noticed that the json file inside the download for the mod was different from the one inside the versions folder and I replaced it with that one, which was created with the new launcher, not sure if that is responsible for any issues but the original file was rewritten by the new launcher when it updated (it rewrites all json files to a single line without whitespace the first time the version is run, the file I included in the download was not like 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?
Thanks for your help with this by the way, I do really appreciate it. So, I checked out the logs when I launched it and here is what I'm reading
22:02:13
game
Starting up SoundSystem...
22:02:13
game
Initializing LWJGL OpenAL
22:02:13
game
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
22:02:13
game
OpenAL initialized.
compared to the log when I launch the game in a version with sound working: 1.7.3 here
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
<log4j:Event logger="btw" timestamp="1489151330595" level="INFO" thread="Sound Library Loader">
<log4j:Message><![CDATA[Sound engine started]]></log4j:Message>
</log4j:Event>
Also, i'd like to mention that i'm not too familiar with all of this so I apologize if i'm giving anything that is useless, also if you don't want to help just lmk and I can post this in a support thread. But I also noticed this in the debug window of the launcher Log:
05:02:12
launcher
Preparing wood1.ogg
05:02:12
launcher
Got local file for stone6.ogg
05:02:12
launcher
Got local file for wood1.ogg
Am I correct in assuming that is evidence that it is downloading the sound files, preparing them and successfully accessing them?
I'm not sure what is going on, all pretty strange and the first time i'm encountering this. Perhaps the assests are being downloaded correctly, but the path is wrong?
Also found something interesting with v 1.7.2:
Unable to play unknown soundEvent: minecraft:gui.button.press
Unable to play unknown soundEvent: minecraft:music.menu
Unable to play unknown soundEvent: minecraft:minecart.base
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Well, an interesting Friday for me for sure. To make a long story short, I ended up just downloading an older version of the launcher and it downloaded 1.6.4 correctly. So i'm glad to say that i'm finally starting my world in TMCWv4. I'm so excited, plus I kind of want to make a journal of sorts similar to how you are documenting your world. Caving has been, and always be my favorite aspect of this game. Thanks!
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
I found my fourth fossil today; unlike the first three it was a skull and I fully excavated it since it appeared to be different (I previously only excavated one of the others):
Also, I found a vertical cave cluster, which is like a miniature vertical cave system, with 3-6 caves. Along with several other variants of cave clusters these are actually pretty common, with about one every 480 chunks, but due to the way they generate they are less likely to intersect other caves; while other types of caves displace normal caves cave clusters instead generate in areas with no normal caves, ravines, or mineshafts within a 2 chunk radius, and they are relatively small (in a similar manner fossils generate once every 64 chunks in deserts and swamps but many do not intersect caves). An additional 3 chunk radius (total of 6 chunks) is checked and if it passes a combination cave system, made up of 4 different types of caves, will generate, which is much larger and will likely intersect surrounding caves, with about a one in 3400 chunk chance of generating.
I have no idea what is going on; the only indication of any errors is from 1.7.2, and the message is a bit odd, as if the game does not even recognize its own sounds (or the error is coming from the OpenAL library); it would be best to make a thread in Support (unmodified may be better if it also affects vanilla versions).
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?
Survivalist in lava caves not my type.
Adventure builders villager EXPLORATION in survival mode .
Coal is lava?
For the next version of TMCW, can you add Skeleton Trap?
I considered adding chicken jockeys before but I could not figure out how to get the zombie to control the chicken, so I just added cave spider jockeys instead; just like regular spider jockeys the spider controls its movement. This would have to be done in order for skeleton traps to work properly, or they would just act like normal horses.
Also, such a feature doesn't necessitate a new version, which I only do for major changes to world generation like adding new biomes or a general change to cave generation which would cause chunk borders between old and new chunks, and even then I recently made a change that ensures that a couple of the rarer types of caves will always generate within 1536 blocks of the origin, the largest area that I plan to explore in this world, after finding out that one did not exist within that area in my world; however, this only affects that type of cave and I made sure that none were too close to existing chunks so they would not be cut off. Many other seeds are not affected at all since I only change the value of a multiplier if they are not found using the default one.
Another recent change was to the spawn point finding algorithm so that if a valid spawn biome is not found during the initial check instead of simply returning 0,0 I search for a grass-covered biome that is not ocean or river within 64-256 blocks of 0,0 so you don't spawn right at 0,0 (for example, if an ice plains is around 0,0 this will often result in no valid spawn biomes nearby and vanilla will just give up and use that as the spawn point). Aside from the spawn point in those seeds (for example, the seed "107038380838084" would spawn you in a swamp at 0,0 but now spawns you around -160, 180*).
*Incidentally, this seed breaks the game if used in vanilla but works normally in TMCWv4 (previous versions were also affected, along with the "mirrored caves" bug mentioned, which was particularly noticeable when it affected a large cave or ravine). Here is a comparison of that seed to several other seeds (I do not have many notable seeds because I did most of my testing on one seed):
Seed "10", the seed I used for most of my testing, which I chose because it spawns you in the middle of a huge landmass. Spawn in in a technical Plains biome within a larger Hilly Plains biome, and clockwise from east there are Forest Mountains, Mega Forest, Mesa, Extreme Hills, and Tropical Swamp:
Seed "TMCWv4", the seed I used for my world; spawn is in a technical Plains biome within a Mixed Forest, with another smaller patch of Plains to the east. The body of water is a Lake biome, while clockwise from the south are Birch Forest, Winter Forest, Jungle, with a jungle temple to the west of spawn, and a Desert with a village further to the northwest (note - if you play on this seed and explore further than I have I'd rather not know what you find):
Seed "-123775873255737467", which is the seed for my first world; I have not used it while testing and just thought to include it for fun, along with a comparison of the seed in vanilla. In TMCW spawn is in a Forest, which includes a couple technical Plains biomes, deserts to the north and southwest, and Taiga (no snow) to the east:
The same seed in vanilla 1.6.4; the main difference near spawn is the number of mineshafts, which are much more common in TMCW since vanilla makes them less common within 1280 blocks of the origin (linearly decreasing in frequency down to none at 0,0. Since TMCW has about 60% as many mineshafts as vanilla this is equivalent to the vanilla frequency 768 blocks away):
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?
Hey TMC, I had to share this with you! Check out this absolutely massive cave that opens to the surface. Have you seen anything like this yet? Or am I just not used to the shear scale of these cave systems.
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
I have not found anything like that in my world but have when testing; for example, I found this in an older version of TMCW (aside from some changes in their placement I did not make any changes to the generation of these caves since):
Here is another cave I found with TMCWv4, as seen in a mapping utility, which is entirely underground, as most of these caves are since they generate within a narrow range near the middle of the ground layer (they may curve up or down):
Also, these caves can get up to 85 blocks across and 336 blocks long (which is effectively up to 462 blocks for the largest variant because of the way they generate), although a cave that large is very rare, on the order of the rarity of the largest caves in vanilla 1.6.4, which get up to 27 blocks wide and 112 blocks long (this does not include the length, though that does affect the width of the largest caves in TMCW). In TMCW a cave at least as wide as the widest cave in vanilla occurs about once every 1850 chunks and are more than 2000 times more common than a width of 26-27 in vanilla (there were only 3 caves with a width of 27 in 1 billion chunks, which is unlikely to represent their true frequency so I included 26):
Here is what my "CaveFinder" utility found within 8192 blocks of the origin in the seed "10", including large ravines; the area covered is a bit over 1 million chunks:
For comparison, the largest cave that I've found in my world so far had an estimated volume of around 28000 and the largest ravine was around 195000.
Of course, it is possible that you found more than just a simple cave; there are "giant cave regions", which are large areas with many large caves; you can recognize them by the fact that giant mushrooms grow in 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 got some interesting mob drops today - an iron axe with Silk Touch and Efficiency II and a diamond sword with Sharpness II and Knockback I, both dropped by zombies:
Not a really good screenshot but you can just see the diamond sword to the lower-left of the crosshair (whenever I see a zombie with a diamond weapon or armor I always get ready to press F2 to get a screenshot if it drops):
I found another Notch apple today, the second one found in 83 dungeons (79 normal dungeons and 4 double dungeons). Interestingly, both of them were in creeper dungeons, although there is no relationship between them (the type of mob only affects the type of mob-specific loot that may be present, such as gunpowder for creepers and rotten flesh for zombies):
I also came across a big cave, possibly the biggest one that I've found so far; I have not explored it yet since I want to finish exploring a mineshaft I found first but unless there is more than one cave it appears to be very large (long) since I encountered it a couple other times relatively far away from this point, where it just reaches the surface:
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?