I made several of the Wand Foci (Excavation, Equal Trade, Shock, Fire and Frost), and then placed the fire one on my Thaumium/Silverwood wand. I also made a Focus Pouch to keep the others in, and then found out that once you added one of these to the wand, the Vis cost for all of its uses increased again, this time to 100%. It was 85% before, and I could not find a way to remove the focus from the wand. I had initially put the fire one on one of my lower tier Greatwood/Gold wands, and had to make the fire one again to put it on the tier 3 Thaumium/Silverwood one.
I then added Potency III to the Fire, Shock and Frost foci, which cost me 28 levels each. Having the Essence Berry farm nearby allowed me to enchant all 3 foci relatively quickly, and I sped up the process with the Watering Can.
I then opened a portal to the Twilight Forest as there was an item that could only be obtained there. I wanted an Uncrafting Table from the medium Hollow Hills. This proved to be quite a fight, though I seldom lost more than about half my health. I found the Shock focus to be the most effective at dealing damage at a distance, trying to save it for skeletons and creepers. There were a handful of spawners in there, which I soon was able to take out, but I had to come back later as my inventory was filling up and so was my Golden bag of Holding. And my wand was down to about 50% of its Aer Vis, needed for the Shock focus. I created a couple of Charged Creepers doing this, but the shock had initially weakened them, and spamming the wand at them proved quite effective at killing them, though it drained the Aer Vis from it much faster.
I did get 3 Uncrafting Tables, which I put in different rooms.
Lastly I added a couple of things to my wand recharging area:
The last two Aura Nodes I added here have 84 each Machina/Aqua/Ordo (bluish white), and 52 each Aer/Perditio (yellow and black). The item on the Wand Recharge Pedestal is the Compound Recharge Focus, which allows the recharging of wands from Compound Aspects. Several of the Nodes in this area have them. Machina is one example of a compound Aspect.
That is from Thaumcraft 4.1, which is an older version for Minecraft 1.6.4. I'm using it as part of the FTB Direwolf20 1.6.4 modpack. The latest version is Thaumcraft 4.2.32, which adds some extra items and a new mechanic called "Warp". Basically doing certain so-called forbidden researches and crafting some items can warp or distort a Thaumaturgist's mind, causing unusual effects, mostly minor and mostly visual, though there are some more extreme effects. It is another balancing mechanic in the mod similar to Flux and Taint.
I decided last night I wanted something with more bang for the buck than my Thaumium/Silverwood wand, so I wanted to make one of magic staves. The Silverwood Staff Core can hold 250 Vis of each type, which will go a long way. It uses two of the Silverwood Wand Cores and a Primal Charm. The Charm is made with all 6 types of Shards and Salis Mundis (magician's salts) in the Arcane Workbench, while the Core uses similar ingredients but is an infusion crafting recipe. I learned the hard way that you want to keep you items used in the infusion as symmetrical as possible and in the proper order, otherwise bad things can happen. Mostly this just made a mess, creating both gaseous and liquid Flux, the latter also known as Flux Goo. It also inflicted Flux Taint on me a couple times. It causes damage somewhat like poison and withering, but with good armor I only lost about 2 hearts. After cleaning everything up and setting the items in the right and a more symmetrical order, I was able to successfully make the Silverwood Staff Core.
But I ran into a problem of a different type when trying to add Thaumium Wand caps to it. That increased the Vis cost to 144, more than my current wand could hold, even with the Thaumaturgist's Robes and Goggles of Revealing, which would have reduced the cost by only 20%. So I had to go with gold caps. I then found out why I was getting the loss of the bonus on my previous wand. Any enchanted Foci used on it were causing this. I had not enchanted either the Excavation or Equal Trade Foci, so I once again saw 85% Vis cost when switching to it.
With my new staff I went to the Nether to look for a Firebat to scan, and also hunt some other mobs while there. I had heard of a wand focus called Nine Hells, which allows you to summon the tiny terrors and use them against your enemies. So I thought if I can scan one of them, I should be able to get the research to appear in the Thaumonomicon. It took a couple of attempts as I had them kept exploding on me, but I was able to scan one. I also discovered a Biome o Plenty mob that lives in hives in the Nether. These are wasps and they are hostile. There happened to be a nest not far from where I was at (where I had recently moved my lava pumping system), and had to contend with them as well. I'm strongly tempted to take out the entire hive with TNT as the wasps are going to be a problem every time I go outside in that area in the Nether. Fortunately I do not believe they spawn unless you are near the hive, and it is way up in the air, far outside of spawn range when I am down at the lava level.
I did a bit of other research, including this one:
This is the Infernal Furnace. I needed a 5x5 space to make room for it, a jar of Ignis Essentia and a Hungry Chest (eats anything thrown at it and stores it inside), and there was not enough room in the main Thaumcraft room, so it went in my enchantment/brewing and Mystcraft room. I placed a 5x5 of Basalt Brick to place it on top of, and built it at the back center of the area. The jar of Ignis needs to be in line of sight of the front of the furnace. This also makes room for Arcane Bellows, which I have yet to craft.
I then made the Nine Hells focus and tried it out at night. I sent some Firebats at a few Creepers. A few got mad and blew up, killing the bat in the process. I also tried this with a skeleton and an Enderman. The skeleton kept trying to shoot the Firebat, but could not hit it. The Enderman got mad, but teleported away before the bat could hit it again. The Shock focus seems to work better on them.
Following my post at the bottom of page 177, trying to re-create a world I lost, created in beta 1.9.5 pre-release; I have been doing some more work.
I copied the save from my desktop (Always use a copy just in case when transferring) and gradually went up in releases - 1.0, 1.2.3, 1.2.5, .1.4.7, 1.6.1 etc. When it converted to "Anvil" however I was at the same exact co-ordinates and no mountain. I tried again with another copy and went straight from 1.9.5pre-release to 1.8, again no mountain. I can't remember how we kept worlds when we went over to the anvil system? For now, I have moved up to 1.0 and am staying there for a while.
The front room is starting to look like the original version slowly, after fixing the ceiling with temporary blocks and over what would be the big vay window:
resource pack: Soartex Fanver
The lead up to the kitchen (Dinning table will be immediately ahead):
The actual double room kitchen (Like the old one) will start from here after the initial passage however:
Yes, there was a cave on the left on the lead up to the kitchen, but it turned out it was just to the right behind the wall pre-ceeding it where the stairs go up to the bedroom. Therefore I sealed it over as a separate area. Not sure what it will be yet, also cleared up the passage way off it so there's a side entrance to the outside world now.
On the outside, I have a temporary small wheat farm on the coast for now. Just so I don't go hungry. Oh and a reed/bamboo farm on the coast after a bit of a wander around. I have filled in the middle window hole for now where the temporary bedroom is, I have also added the balcony outside the living room, the stone-brick stairs leading up to the home and have a small oak and birch tree farm.
I'll need to find a desert soon for all the glass and sandstone I will be using, I also need to find snow and get some snow golems working for the ceilings. (Before I used white wool.) Will probably lay the living room floor next.
I added the Arcane Bellows to the Infernal Furnace. There are holes for these on the sides and back of it, and this not only increases the number of metal nuggets gotten from smelting, but also makes the furnace run cleaner, significantly reducing the amount of Flux it puts into the air with each smelting.
I then expanded the tree farm on the northeast corner of my base to eventually use for a Mana Bean farm and an area where I can do all my Witchery related things. I originally had an area about 26x31 blocks; I expanded it to about 41x50. I then chopped down all of the existing vanilla trees and replanted 21 of the oak, 8 brich and 9 spruce trees. (I also have some jungle ones inside the wall, and am using them to grow cocoa beans on).
For the new walls I used Mossy Stone Bricks and used the Equal Trade Focus to replace the existing wall with them. I also used the Builder's Wand both in adding to the wall, and in filling in dirt to make the entire area level.
It took some doing to get enough Silverwood saplings, but the Age of Magic was ideal for this. I left intact any that already had Pure Aura Nodes in them, choosing to cut down any others without Nodes. After that it took several attempts to get 4 Silverwood Trees with Pure Nodes, but the end result was this:
All four trees have Pure Nodes in them, and one has 2 Pure Nodes. I can now grow Mana Beans on them, or just place down some SIlverwood logs and plant the beans on them. The entire area converted over to a Magical Forest biome rather quickly after the trees with Pure Nodes grew., which I helped along with the Hoe of Growth.
The glowing plants under the Silverwoods are Shimmerleaf. When broken they drop Quicksilver, but when sheared they drop the plant itself. They are useful in fighting Taint, much like they were in Thaumcraft 2. They are used in the making of an item called an Ethereal Bloom. You actually need some of the Vitium (Taint) Aspect to make these; and I happen to have broken several Aura Nodes that contained it as an Aspect. These were normal ones, not Tainted. I know of several Tainted areas not far from my base, though they are all outside of chunk loading range, and there are no chunk loaders anywhere near them. There is usually one or more Tainted Nodes in these areas; those need to be broken in order for the biome to revert to normal.
I have gotten my "survival" profile set up. I settled on a mod loadout that is built around Tinker's Construct.
I am building my base underground for security. I have a crafting room, a (small-ish for now) storage room, and a tool workshop built. I'm expanding the tool workshop to have space for smelting metals as well.
I am digging out a room for my farms and will dig out a neighboring room for animal pens. I have a recipe defined (using Json Recipes) for making grass from dirt (plus seeds, water, and bonemeal), so having grass in the animal pens won't require Silk Touch.
I am also digging my mining tunnel. I ran into an underground ravine while digging the tunnel. I accidentally fell in, but I made my way back out using a whole bunch of ladders.
That's the story thus far!
Rollback Post to RevisionRollBack
The source of my intention isn't really crime prevention; my intention is prevention of the lie! Yeah, welcome to the Scatman's world!
I made the Quantum Suit armor, and a couple of the components of the Gravi-suit Chestplate, the Gravitation Engines. That was all the Iridium Ore I had left, and I am going to need more to complete the gravi-suit. I set up autocrafting recipes for the Gravitation Engines in my AE system to simplify their making as they and the item they go into have about the most complex crafting chain of any item I have ever seen. That used up a good amount of tin so I went mining again, this time at Y level 33. While tin can be found on higher levels, around Y=30 is where it is found most often in the modpack. I almost completely filled my golden bag of holding from the trip, bringing back among other things about a stack and a half of tin, a lot of iron, some silver and lead, and 9 uranium.
The skin on the Quantum Suit has changed; it used to be white on the outside. The armor still appears white when viewed in the inventory. An electric jetpack is now incorporated into the body armor (chest plate), but I find that the flight control is awkward when in hover mod. The gravity suit offers more a creative mode style of flying.
I expanded my Ender Lily farm to 81, which is helping me bring in more Ender Pearls than my Ender Generators are using. I had the timer set to pulse every 6000 seconds, but found that I was getting quite low on energy in my Resonant Energy Cell. Adjusting the timet to 3600 seconds seems to work better and still results in a net gain of Ender Pearls.
In the room next door to where my generators are is my liquid storage and IC2 Geothermal Generators. I discovered I had connected the Fluiducts from the Ender Tank to the Open Blocks tank wrong. I had fluids coming in the bottom, but this never seemed to fill the tank. Thinking that the Fluiducts were the issue I dismantled them at first and replaced them with a Fluid Transfer Node, Transfer Pipes and 8 Speed Upgrades in the node. I ended up moving the Ender Tank so it was like this:
There is another tank to the left, not in the image. It holds Creosote Oil. I also plan to set up 2 more tanks in this room, one for Buimass, the other for Ethanol. Then I can use IC2's Semifluid Generators. I can get 16EU/t from them using Ethanol, but Buildcraft Fuel is more efficient, producing 32 EU/t. Good thing I found an Ocean Oilfield biome while exploring looking for a Mushroom Island. There were two things I was looking to get from there. One was Mycelium, and the other was to catch a couple of Mooshrooms in Safari Nets.
I explored a 2000 x 4000 area and did not find a single one, so I resorted to Mystcraft to make an Age with a Mushroom Island biome in it. I chose Origin Valley (a BoP biome that looks like Minecraft back in the Alpha days) and Meadow as two others, but it added some things I did not really want, such as an Undergarden biome, and making all the surface lakes out of lava. The latter I took advantage of and made two Drums from Extra Utilities (each holds 256,000 mB). I was able to refill my tank and later went back to fill both drums again so I would have some lava in my AE system for when I needed it.
On the magical side of things, I have bow gotten all but one of the 51 Aspects in Thaumcraft in Mana Beans. I have placed them alongf the Silverwood logs along the wall of the Magical Forest area where I am growing them, and on the tree trunks:
The only Mana Bean I lack is for the Permutatio Aspect. I had one earlier but planted it, and they give a random bean when harvested.
I also got started on a Steve's Carts tree farm. I placed tracks in an E shaped 16x21 grid. And I began to add autocrafting recipes for the components I would need for the modular cart, the Cart Assembler, Cargo Manager and External Distributor. One of the things I want to autocraft is going to be the Galgadorian Woodcutter. This is the top tier item of this type in the mod, and a fairly expensive, requiring mid-end game resources. The base component of this module is made by smelting a Lump of Galgador, which requires the following resources:
21x Iron Ingot
3x Glowstone Dust
12x Magma Cream
6x Ghast Tear
6x Spider Eye
6x Mushroom (Brown)
3x Ender Pearl
2x Blaze Rod
I will need to make 3 of these for the Galgadorian Woodcutter. It needs 5 of the metal or 5 of the saw blades, and you get 2 Lumps of Galgador per crafting.
Edit: I forgot to add that I added wireless access to my entire AE system, and can get to my items anywhere inside my base, even when I am at the Mana Bean farm. The Wireless Access Terminal uses a lot of energy, and sizeable amounts are used when pulling out or placing a large amount of items into the system. So I upgraded my Redstone Flux Capacitor to a Resonant one, and also made a sword which is powered from RF. I made a Manuilyn one and added Nether Quartz (Sharpness), Lapis (Looting) and a Hardened Flux Capacitor to it. It has Looting III on it and does more damage than my diamond sword (+12 vs. +7).
I finally completed the modular cart for my Steve's Carts tree farm and placed it down on the tracks. I put a couple of stacks of charcoal, bonemeal and saplings into the Cargo Manager, and then configured it with the External Dsitributor to pull out wood, apples and excess saplings and put them with a Precision Import Bus into my AE system.
In preparation for this I upgraded the storage capacity of the Better Barrel containing all my wood to hold 16384 items. I also upgraded the cobblestone barrel so it could hold 32768 items. JABBA is a much better mod for barrels in this respect than Factorization, as at its current version, the most you can store in its barrels is 8192 items (128 stacks).
Also, an update on my Mana Bean farm. I have beans from every Aspect now, and am keeping track of how many of each type I have, and it is one I have more of than others I will use it to replant those I have harvested. I have a total of 63 planted right now:
The largest ones that are dark green are pulsing and are mature. You can often get 2 beans per harvest from these.
Edit: I had a bit of a power crisis tonight. My Ender Quarry drained my Resonant Energy Cell completely and caused my AE system to go offline. I found that even with all of the Ender Generators running, I was using much more RF when running the quarry than I was bringing in. I resolved this by adding 6 Heated Redstone Generators next to my existing Ender Generators, making a tank and using one of my Magma Crucibles to pump Destabilized Redstone through a pair of Ender Tanks (yes I could have just used Fluiducts to run the redstone downstairs, but I have plenty of Ender Pearls, Blaze Rods and Obsidian at this point). Heated Redstone Generators use 100 mB of the redstone every 4 minutes and 10 seconds and generate 320 RF, producing a total of 1,600,000 RF per run. This more than makes up for the high energy use of my quarry, and as a result, my Resonant Energy Cell is filling back up again. Plus I have plenty of redstone.
Here's a screenshot of the additional Generators I added to keep my Ender Quarry from draining all my power and shutting off my AE system. The fluid inside the tank is Destabilized Redstone. I reduced the size of it as well - it used to be 4x4x4, but since it goes so far, I really don't need a very big tank of it.
Note that I have another Ender Tank in my hand. The Mystcraft Age where I put my Ender Quarry has as one of its biomes a Desert Oilfield. I added this one to it when I created the Descriptive Book so I could pump Oil from it into a tank for processing into Fuel. I plan to do away with lava for my IC2 power and upgrade the Geothermal Generators to Semifluid Generators. They will then be powered from that Fuel at 32 EU/t. I am hoping this helps resolve the framerate lag issue I have as I suspect it is being caused by the Geothermal Generators, though I am do not know for sure. There is another tank in the opposite corner of this room that the Oil will go into.
I found an abandoned mineshaft that had cave spider spawners literally everywhere, including a triple spawner (plus 3 dungeons, thus I found 11 cave spider spawners); this combined with the increased spawn rates (spawn delay 10-15 seconds, instead of 10-40 in vanilla) made exploring it really fun (if you call running away and hiding multiple times fun)! I can also only imagine what the mineshafts in my mod would be like on Hard difficulty, where the poison lasts twice as long... they also naturally spawn anywhere below sea level as well (if not so common).
Also, to get an idea of how many cave spiders spawners I've found, all of the cobwebs shown here were from around them; I mine them and turn the string into wool (plus some string from the spiders themselves, but I otherwise don't collect string):
You can also see how many mob spawners I've found overall (the game normally doesn't show them since the stats are disabled, which doesn't really make sense), as well as an idea of how many dungeons I've found from the mossy cobblestone:
Also, I'm going to hit a major milestone soon - one million blocks mined (just with a diamond pickaxe, as when caving, I've actually already surpassed it overall):
(the number of times I've used stone tools is just laughable, but they (and even iron) really are basically useless to me; in fact, I've used more diamonds to make/repair armor and tools than any other armor/tool material combined)
Here is a partial list of what I've mined; note that stone is only third on the list, and as seen by the amount of cobblestone I've placed a lot of it is mined for cobblestone (for example, in ravines I mine out/fill in pathways along the sides if the ledges aren't wide enough; I do use ladders but I mainly use them for temporary use, such as scaling a wall to mine ore):
Also, if I had continued to use Fortune III I'd have mined almost a million pieces of coal so far (you can estimate how much I mined with Fortune from the number of pickaxes I've made; back then I repaired it with diamond instead of new pickaxes as you can only repair an Efficiency V, Fortune III, Unbreaking III diamond pickaxe with one diamond at a time. Note also that I initially only used it on diamond and emerald, then around when 1.6 came out I mined everything with it, also when I started mining all coal, not just what I needed - thus I'd have mined even more coal if I had done so from the start)...
In addition, here is a map of my entire world (click to see full size, still only a quarter of the full size and converted to jpg, it was over 34 MB as a full-size png):
Most of that is still vanilla world generation (1.5.1-1.6.4) but some of the new biomes I added can be seen, as in these full quality closeups:
This is where I currently am, a Big Oak Forest biome, which is a forest that exclusively has big oak trees, averaging larger than usual, including an even larger variant with a 2x2 trunk (located in the upper-left corner of the full-size map, surrounded by a desert); and yes, you can see a desert temple that I found the other day; check out those "desert hills" as well (not actually desert hills); you can also see one of the cobblestone pillars I make to mark where I left off from caving, and close to it is a odd-looking tree - that is a palm tree, which generate on 25% of beaches. Also, see that lake in the center? That is actually a "lake biome", used to generate medium-sized lakes in the middle of most biomes, and occasionally appearing as a full-size biome (the other lake below is just underwater terrain):
(despite appearances, tree density is actually fairly low with 4 trees generated per chunk (averaging 8 blocks between trees), barring failed attempts; there is a 1/8 chance per attempt of a giant tree, limited to one per chunk)
Here is a palm beach with a clearer view of the palm trees mentioned above, which also happens to straddle the boundary between vanilla and modded terrain with a small chunk discontinuity visible (most of them are pretty small, I smooth them over as I encounter them, I've used MCEdit to help fix a couple big ones by shifting the land down), you can also see that the beach to the south is much flatter than the vanilla beach to the north:
(note also that there is only one layer of bedrock in new chunks, a holdover from the original version of "TheMasterCaver's World", which I modified a bit to fit with existing chunks, as TMCW shifts the lava level in caves down by 5 blocks; I also modified biome placement so new biomes only replace similar vanilla biomes with some exceptions that were checked to ensure they didn't straddle old-new chunk boundaries; I also increased height variation in two stages to minimize chunk walls, the second after exploring around all of the original world)
A mega tree plains biome, with enormous trees, and a spruce hills technical biome in the center, with the variant of spruce tree that has a cluster of leaves on top of a tall trunk; the chunks to the north are vanilla; this was also before I improved beaches, and later, rivers:
On the left is a tropical swamp, a flat biome (flatter than any vanilla biome) with small jungle trees in addition to regular swamp trees and numerous small pools of water (a modified form of water lakes) and on the right is a mega forest biome, which puts jungles to shame - those giant trees (the same trees in mega tree plains) can exceed cloud level from sea level, and there is an understory of regular small trees and a ground layer of bushes like the ground cover in jungles, if not as dense (despite all the trees I don't get lag from this unless I put leaves on Fancy (but I like the Fast leaves better anyway), chunk generation is a bit slower but hasn't caused noticeable lag in-game; by contrast, jungles are completely unplayable due to extreme server lag in 1.8 and 1.7 has lots of freezes due to chunk ticking):
Here is a winter forest biome; note the different leaf color of the trees, as they are oak and birch trees, compared to the darker spruce trees in the winter taiga (vanilla taiga renamed; I also added a snowless variant that is simply called taiga; unlike 1.7, the original variant is the same - I'm not sure why they made pre-1.7 taigas snow-free instead of keeping them snowy and adding the snowless variant). Also, a birch forest can be seen to the right:
Here you can see one of my secondary bases, next to a fragment of a bushlands biome, a moderately hilly (slightly hillier than plains, which were actually made flatter, along with regular deserts) biome with bushes similar to the jungle ground cover; most of the biome was cut off by old chunks since I have them replace vanilla plains and only a small part of the plains biome hadn't been generated yet (1/3 of plains are unchanged, 1/3 become mega tree plains and the last 1/3 bushlands, as is also similarly done for other biomes, resulting in about the same biome distribution as the original version of the mod; I also reduced the average distance between villages, temples, etc so they are twice as common (on Superflat) to compensate for their biomes being rarer, this also means a given plains, etc is more likely to have a village, etc, if a bit less common overall); to the left of the bushlands is a mixed forest, with every small vanilla tree variant (oak, birch, spruce, jungle) and part of another mega forest can be seen in the lower-left corner (these both replace jungles, again with a 1/3 chance of each after substitution):
This is an example of the medium-sized islands I added to oceans by making Mushroom Islands 15 times more common, then replacing 14/15 of their biomes with other biomes, sort of a larger version of the small islands 1.7 added to oceans; you can also tell that this was generated after I improved beaches:
A nice big mountain in the middle of a forest:
This is obviously not your ordinary cave... falling into the middle of this is a certain death sentence without Fire Resistance (especially since I didn't return bedrock to normal generation, making lava up to 10 blocks deep); compare to the ravine visible to the left (a normal size ravine from the looks of it):
Here is a view of a similar cave from a test world to give you an idea of how big they can get; it is even possible for one to expose a lava sea to the sky:
Similar to biomes, these huge caves (and ravines) were added in such a way that cave generation is otherwise the same as vanilla; also, here is a chart from an analysis I did comparing the size distribution of caves between my mod and vanilla, the second shows how many chunks you need to explore on average to find a cave of a given size or larger; the largest possible caves aren't even displayed since they probably require exploring a billion chunks or more (the maximum possible width is 84 blocks, though you wouldn't notice the difference; length is also a factor in how large a cave can get):
In particular, note that a cave with a width of 26, the largest possible in vanilla, is about 1,000 times more common than in vanilla, with about one every 1,700 chunks compared to one per 12.5 million chunks. Note also that there are two distributions, as there is a 10% chance of an additional multiplier being applied; the distribution in vanilla is beyond exponential, dropping sharply even with a log scale.
Similarly, here is the distribution of cave system size, in number of caves (I only ran it over 1,000,000 chunks since I didn't actually execute the entire algorithm to get the width, thus it was much slower):
The slight differences in the lower end, particularly between 5-25, is due to the extra large caves I added (in addition to normal cave generation) while the big divergence at the high end (note the break in the x-axis) is due to "colossal" cave systems, with about one every 7,500 chunks, which are similar in overall size to a giant natural cave system in my world, as I've mentioned before, except that cave system is made up of many smaller cave systems, which is actually also true for "colossal" cave systems, except the latter generate with a single chunk, spread out). The total number of caves over vanilla is about 2 percent higher; "colossal" cave systems also prevent normal caves, ravines, and mineshafts from generating within a 6 chunk radius of their center (roughly encompassing their overall size), thus have a slightly lower impact on the total than otherwise.
Another thing to note is that the actual frequency of cave systems is about one every 20 chunks, less than the 1/15 chance they have in 1.6.4; this is because the size can actually be zero, with an exponential distribution ranging from 0-39, averaging 4.875 initial caves (the above includes the 1-4 additional caves generated along with circular rooms, which increases the average by 37.5%, thus the largest vanilla cave found had 59 caves)
I used MCMap, which does work for 1.8 (there is also a forum thread for an outdated version which no longer works on 1.7+ worlds, and even on older versions it doesn't render new blocks added since 1.3).
Also, the main reason why I use it is because of how it renders caves underground; unlike most mappers, it uses the presence of torches to render a small area around them - this means it only shows whatever you've explored (plus small parts of mineshafts and strongholds as they have naturally generated torches, but I removed torches from them for this reason).
I even modified MCMap itself (using the open source code available for a slightly older version, also 1.7+ compatible) to more realistically map caves; the original version uses a range of 20 blocks - which is highly unrealistic since torch light only travels 6 blocks at the most before the light level falls below 8 (12 blocks between torches placed on the ground in a 1 block wide tunnel, closer when lighting up large open, uneven areas like caves*), plus the square range is unsuitable for the light distribution (a diamond or square rotated 45 degrees); here is a comparison between the original and after I changed the range to a circular radius of 6 blocks, along with half the vertical range:
*I've estimated that I've explored some 1.5 million meters of caves. mineshafts, and ravines based on their per-chunk averages and the area I've explored, a bit over two fully zoomed maps, each 16,384 chunks; thus on average I place torches about 7 blocks apart, more in ravines where there are torches on multiple levels, less in mineshafts where you can place them between every other support and keep the light level above 7.
I was mistaken about there being three spawners next to each other; I recreated the world and found four spawners (so many spiders! Also, if you are lucky you can find cave spider jockeys, baby zombies riding a cave spider, similar to spider jockeys and chicken jockeys, basically my version of the latter; I did try making chicken jockeys but couldn't get the chicken to become hostile or be controlled by the zombie):
(seed -123775873255737467 at -750, 25, -1940; this obviously only works with TMCW, as I modified mineshaft generation so they don't generate right in the middle of large cave systems, though still intersect them at the edges and generate in the middle of smaller cave systems, and don't generate too close to each other, as well as varying the size more; the exclusion from dense cave areas also means mineshafts are about half as common as in vanilla 1.6.4 (which is a bit excessive), more similar to the frequency in 1.7, though since they are more spread out and aren't less common near the origin they are easier to find)
Also, the mineshaft intersects a rather large cave (I've already explored most of the area):
Went mining for diamonds since a lot of my picks were almost broken, ended up getting 27 diamonds and using them to repair 7 of my efficiency v unbreaking III picks. I still have 2 picks at around 40% durability and 2 picks that can't be repaired though. But at least now I'll be able to go back to mining hardened clay for my building.
Also almost to 200,000 blocks mined with a diamond pickaxes, only mined about 1-2% of the ores that MasterCaver has though. Most of what I mined was stone and hardened clay.
I got the pump and one Ender Tank in place above the oil geyser in my quarry Age, then forgot two important things. One was a Chunk Loader so the Pump would continue to run while I was in the Overworld (the Ender Quarry also loads chunks, but only those in which it is currently mining, and the Pump is well outside of their range). The other thing I forgot was power. I had added autocrafting recipes for 4 Redstone Engines to my AE system, but never made them. So I did that and brought them and a Chunk Loader with me to the platform I built around the pump.
I also built another tank to store Fuel and 3 Refineries to process the Oil into it:
Curiously enough, I am not seeing any increased RF usage as a result of adding these to my Thermal Expansion power. The Resonant Energy Cell is staying quite full. This is likely because I am keeping 6 Heated Redstone Generators running at all times, and the Destabilized Redstone used to power them is cheap compared to Ender Pearls. I did add an Item Transfer Node upstairs to a chest and connected the back of the Magma Crucible to it so I can put redstone in the chest and always have some in the tank.