I actually just finished it; it took a bit longer because I discovered a bug with how desert temples (at least) generated; while using Unmined, I found one that had generated over 100 blocks underground; this probably also affects my "double-height" mod but I never noticed it because I never came across one while testing, and they often generated normally. I think I fixed the issue, which appears to have been because they could generate as low as 64 blocks (there was a parameter set to 64, which I changed to 192; this also applies to witch huts and jungle temples, although I never found one underground or not present where they should be at the surface.
One thing to note - if you try flying in Creative and don't have a very fast computer, you may end up outrunning chunk generation, freezing the internal server in the process until it finishes (mainly due to the caves; without caves, it only takes slightly longer than usual to generate a new world), although I don't have any problems just walking/running. Naturally, if cubic chunks were ever implemented that would be the best thing for mods like this.
Also, note that I made some changes to ore distribution to account for the 3x deeper ground:
(gold has a negative minimum, which means that some veins simply don't generate, below y=0; I did this so the range was a multiple of 16, as normally one vein generates per 16 blocks of depth; a similar thing happens with lapis, which is +/-48 centered around 16)
Note that for iron and coal, the density is less than vanilla because while I tripled the range of iron so it goes to sea level, I only increased the number of veins by 2.5x (from 20 veins over 64 blocks) for 83% as much iron/coal in the same volume; I still found plenty however just by branch-mining (in the case of my double-height world, I kept the density the same, and as you can see in an earlier post, I got considerably more iron/coal than anything else, considering that in my vanilla generation world I got about 6x more iron than gold, not nearly 10x).
Also, there is only one layer of bedrock at the bottom of the world and lava fill caves to y=5, so basically you get 5 more blocks of room even not counting the additional ground depth (not really significant now, but with default ground height you get about 10% more room).
As far as finding a cave, you may have to do a bit of searching if you try to find one from the surface (even mining down may take time you you happen to be in the middle of a large cave-free region); most caves (and ravines) only cut through stone and this is all that you'll find at the surface:
Beware also that strongholds generate at their default depths, so you'll want to be extra sure that you've found the End portal before digging down; I found one at y=20 in my double-height world and it is still at the same elevation in the triple-height version - 170 blocks below the surface.
In addition, I analyzed a test world in MCEdit, to give you an idea of how much ground we are talking about and the relative ore distributions (3,312 chunks):
As for the amount of caves, analyzing the area below sea level results in about 5.1 million air blocks out of 144 million stone (plus other blocks), so less than 3.5 percent of the underground is actually caves, although they account for 9% of the total air blocks in the world.
Interestingly enough, a 1.7 world I analyzed actually has more caves per volume of stone than my mod, at least for the two worlds I compared - and this was despite a reduction in caves in 1.7 (if not ravines). Of course, in my mod, individual cave systems are more concentrated and much larger, pretty much the opposite of what the changes in 1.7 did (they did increase the chance of cave systems generating in 1.7, partially offsetting the reduction in size, so the overall reduction isn't actually that great, but the changes in cave distribution are obvious).
Here's a screenshot of the desert temple I was talking about; it generated inside of a cave, generating normally otherwise (replacing surrounding blocks, including with air inside):
Your progress is insane. You should do some really big farms and stuff now, since you have soooooo many ores and such.
If you mean mob farms, that's just not my playstyle at all, not that I'm against them in general (I don't care if somebody else makes them), I just don't see the point of them; I mean, when I just put the stuff I mine into chests and not do anything with them, why do I need an iron farm? This also applies to XP and mob drops; aside from when I start a new world (I've mined Nether quartz to get XP the last two times; you get 2-5 XP per ore and it is very easy to find), I get all the XP I need from normal gameplay, and while I need a lot of string to make my backpacks (56 per backpack), it is much easier to just find an abandoned mineshaft or spider dungeon (you could say that is mob farming, but I only use it as long as I need it, and don't do anything to the dungeon except prevent mobs from reaching me while I kill them manually).
Do note also that while I still have my "double-height" world, the one I started this thread for, I've since moved on to "triple-height", albeit I did use MCEdit to move my base over, but not before emptying all of my chests, including my tools (so basically, I have to get everything again but have my base). I also manually flattened out an area in-game (as opposed to using MCEdit) before importing it (as mentioned in an earlier post).
BTW, speaking of my base, I wonder if anybody would like a download of it, as an MCEdit schematic (import and put it in a world of your choosing).
And yeah, the rate at which I explore caves is pretty amazing; I've had people who didn't believe me when I told them stuff about my first main world, such as using nearly 100,000 torches in the caves, which you can see here (that's vanilla cave generation, the area you see is about 4000 blocks long), or the amount of ore I mined (9 double chests filled with coal blocks; that's 31,000 coal per double chest). From the time I spent on my double-height world (less the time spent building my base), I mine about 500 coal ore and 190 iron ore, and use about 320 torches per hour of playing (netting about 1,000 coal, mined with Fortune III, per hour, after subtracting that for torches and smelting).
PS: Here's a look at what I mined in my first main survival world, and an analysis in MCEdit:
(multiple double chests)
(also another double chest)
That's 98,691 torches, albeit including ones in abandoned mineshafts, as this was vanilla and I didn't mod them out, but probably no more than several hundred based on their rarity. Note also the amount of obsidian, which is dozens of times higher than normal due to all of the lava I flooded out; the following gives you an idea of how much (yellow dots are torches):
Also, if you want some idea, without using my mod, of how big cave systems can get, you can use the seed -123775873255737467 in 1.6.4 and dig down at -800, -1050 and you will find this, the largest cave system I've ever seen in vanilla, and by far the biggest single cave system in my entire first main world (it is easy to spot in the second image):
(this is actually taken about halfway down through the ground, to make it stand out better)
I really only wanted the house. It looks like a really great design for a great survival.
Here is a MCEdit schematic for my current base, with everything but the chest contents (I removed paintings because I found that rotating in MCEdit can make them pop off; you can look in earlier posts on the first page to see what I had, as well as my dragon egg trophy case): https://www.dropbox..../Base.schematic
Also, here are downloads for all of my cave/terrain mods, all for 1.6.4:
Note: I used the same seed, -123775873255737467, for all of my worlds to this point, including my first main world (also, the largest cave system that I know of in vanilla is centered at -800, -1050).
Triple Height Terrain: https://www.dropbox....ightTerrain.zip
Seed I used: -3627471891619146571 (spawns you in a plains with a LOT of horses; I mean a LOT, not that I use them)
NB: I recommend using Optifine with these to avoid chunk loading and cave lag; make sure also to press F3 and watch the MultiplayerChunkCache value if you plan on flying around in Creative, as you can outfly chunk generation, especially in the massive caves version of double-height. I could also pregenerate a world using a version of your choice if you want me to (note that some mob spawns still depend on my mod to correct them for the height differences, such as slimes in swamps). not to mention that if you explored new areas without the mod installed you'd get HUGE generation glitches, as you can see here, and that's just for double-height to normal generation (add 64 for triple-height)
But anyway, here is the 1.6.4 version:
https://www.dropbox....ightTerrain.zip
One thing to note - if you try flying in Creative and don't have a very fast computer, you may end up outrunning chunk generation, freezing the internal server in the process until it finishes (mainly due to the caves; without caves, it only takes slightly longer than usual to generate a new world), although I don't have any problems just walking/running. Naturally, if cubic chunks were ever implemented that would be the best thing for mods like this.
Also, note that I made some changes to ore distribution to account for the 3x deeper ground:
this.genStandardOre1(20, this.dirtGen, 0, 256);
this.genStandardOre1(10, this.gravelGen, 0, 256);
this.genStandardOre1(33, this.coalGen, 0, 256);
this.genStandardOre1(50, this.ironGen, 0, 192);
this.genStandardOre1(5, this.goldGen, -11, 69);
this.genStandardOre1(8, this.redstoneGen, 0, 16);
this.genStandardOre1(1, this.diamondGen, 0, 16);
this.genStandardOre2(3, this.lapisGen, 16, 48);
(gold has a negative minimum, which means that some veins simply don't generate, below y=0; I did this so the range was a multiple of 16, as normally one vein generates per 16 blocks of depth; a similar thing happens with lapis, which is +/-48 centered around 16)
Note that for iron and coal, the density is less than vanilla because while I tripled the range of iron so it goes to sea level, I only increased the number of veins by 2.5x (from 20 veins over 64 blocks) for 83% as much iron/coal in the same volume; I still found plenty however just by branch-mining (in the case of my double-height world, I kept the density the same, and as you can see in an earlier post, I got considerably more iron/coal than anything else, considering that in my vanilla generation world I got about 6x more iron than gold, not nearly 10x).
Also, there is only one layer of bedrock at the bottom of the world and lava fill caves to y=5, so basically you get 5 more blocks of room even not counting the additional ground depth (not really significant now, but with default ground height you get about 10% more room).
As far as finding a cave, you may have to do a bit of searching if you try to find one from the surface (even mining down may take time you you happen to be in the middle of a large cave-free region); most caves (and ravines) only cut through stone and this is all that you'll find at the surface:
Beware also that strongholds generate at their default depths, so you'll want to be extra sure that you've found the End portal before digging down; I found one at y=20 in my double-height world and it is still at the same elevation in the triple-height version - 170 blocks below the surface.
In addition, I analyzed a test world in MCEdit, to give you an idea of how much ground we are talking about and the relative ore distributions (3,312 chunks):
As for the amount of caves, analyzing the area below sea level results in about 5.1 million air blocks out of 144 million stone (plus other blocks), so less than 3.5 percent of the underground is actually caves, although they account for 9% of the total air blocks in the world.
Interestingly enough, a 1.7 world I analyzed actually has more caves per volume of stone than my mod, at least for the two worlds I compared - and this was despite a reduction in caves in 1.7 (if not ravines). Of course, in my mod, individual cave systems are more concentrated and much larger, pretty much the opposite of what the changes in 1.7 did (they did increase the chance of cave systems generating in 1.7, partially offsetting the reduction in size, so the overall reduction isn't actually that great, but the changes in cave distribution are obvious).
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?
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 you mean mob farms, that's just not my playstyle at all, not that I'm against them in general (I don't care if somebody else makes them), I just don't see the point of them; I mean, when I just put the stuff I mine into chests and not do anything with them, why do I need an iron farm? This also applies to XP and mob drops; aside from when I start a new world (I've mined Nether quartz to get XP the last two times; you get 2-5 XP per ore and it is very easy to find), I get all the XP I need from normal gameplay, and while I need a lot of string to make my backpacks (56 per backpack), it is much easier to just find an abandoned mineshaft or spider dungeon (you could say that is mob farming, but I only use it as long as I need it, and don't do anything to the dungeon except prevent mobs from reaching me while I kill them manually).
Do note also that while I still have my "double-height" world, the one I started this thread for, I've since moved on to "triple-height", albeit I did use MCEdit to move my base over, but not before emptying all of my chests, including my tools (so basically, I have to get everything again but have my base). I also manually flattened out an area in-game (as opposed to using MCEdit) before importing it (as mentioned in an earlier post).
BTW, speaking of my base, I wonder if anybody would like a download of it, as an MCEdit schematic (import and put it in a world of your choosing).
And yeah, the rate at which I explore caves is pretty amazing; I've had people who didn't believe me when I told them stuff about my first main world, such as using nearly 100,000 torches in the caves, which you can see here (that's vanilla cave generation, the area you see is about 4000 blocks long), or the amount of ore I mined (9 double chests filled with coal blocks; that's 31,000 coal per double chest). From the time I spent on my double-height world (less the time spent building my base), I mine about 500 coal ore and 190 iron ore, and use about 320 torches per hour of playing (netting about 1,000 coal, mined with Fortune III, per hour, after subtracting that for torches and smelting).
PS: Here's a look at what I mined in my first main survival world, and an analysis in MCEdit:
(multiple double chests)
(also another double chest)
That's 98,691 torches, albeit including ones in abandoned mineshafts, as this was vanilla and I didn't mod them out, but probably no more than several hundred based on their rarity. Note also the amount of obsidian, which is dozens of times higher than normal due to all of the lava I flooded out; the following gives you an idea of how much (yellow dots are torches):
Also, if you want some idea, without using my mod, of how big cave systems can get, you can use the seed -123775873255737467 in 1.6.4 and dig down at -800, -1050 and you will find this, the largest cave system I've ever seen in vanilla, and by far the biggest single cave system in my entire first main world (it is easy to spot in the second image):
(this is actually taken about halfway down through the ground, to make it stand out better)
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?
Hmm...
I really only wanted the house. It looks like a really great design for a great survival.
Although it is bugged at the moment; caves only generate in flat sections which may or may not connect together.
The obvious next step, after I get the generation right, is to add in customization; for example:
cave(size=40 chance=15)
That would generate caves like a default 1.6.4 world (I modified the original MapGenCaves, making a new class named MapGenCavesSuperflat).
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?
Here is a MCEdit schematic for my current base, with everything but the chest contents (I removed paintings because I found that rotating in MCEdit can make them pop off; you can look in earlier posts on the first page to see what I had, as well as my dragon egg trophy case): https://www.dropbox..../Base.schematic
Also, here are downloads for all of my cave/terrain mods, all for 1.6.4:
Original cave mod (no terrain modifications): https://www.dropbox....inalCaveMod.zip
Double Height Terrain: https://www.dropbox....assiveCaves.zip (version without the biggest cave systems - https://www.dropbox....ightTerrain.zip)
Note: I used the same seed, -123775873255737467, for all of my worlds to this point, including my first main world (also, the largest cave system that I know of in vanilla is centered at -800, -1050).
Triple Height Terrain: https://www.dropbox....ightTerrain.zip
Seed I used: -3627471891619146571 (spawns you in a plains with a LOT of horses; I mean a LOT, not that I use them)
NB: I recommend using Optifine with these to avoid chunk loading and cave lag; make sure also to press F3 and watch the MultiplayerChunkCache value if you plan on flying around in Creative, as you can outfly chunk generation, especially in the massive caves version of double-height. I could also pregenerate a world using a version of your choice if you want me to (note that some mob spawns still depend on my mod to correct them for the height differences, such as slimes in swamps). not to mention that if you explored new areas without the mod installed you'd get HUGE generation glitches, as you can see here, and that's just for double-height to normal generation (add 64 for triple-height)
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?
Play minecraft.
NOW