For the first time in more than 5 years I've started a new world, as with previous worlds on the latest version of my namesake mod, "TheMasterCaver's World" - by far the longest time that I've ever gone without truly starting over; I say this because I did start a new world back in 2018 but it was a recreation of an old world which was a "caving only" world, meaning that I used MCEdit to copy a base over or built one in Creative and gave myself all the gear I use while caving, completely skipping all the "normal" progression up to defeating the Ender Dragon, which is when my normal Survival worlds become "caving worlds"; these sort of worlds were what most of my modded worlds were until I created TMCW. Otherwise, all the worlds I've played on over the past 5 years time were existing worlds.
Similar to TMCWv4, instead of choosing a seed to use based on what was at spawn I used a random seed (TMCWv4 was not actually random; I used "TMCWv4" as the seed but had no idea what it was like beforehand, which may as well be the same thing), which is practically guaranteed by design to be ideal in terms of spawn, as well as the overall landmass because I changed the spawn algorithm to favor relatively flat/open biomes (Plains, Tropical Swamp, Meadow, Mega Tree Plains, Bushlands, and Oasis; the last is an odd case as it is a sub-biome within Desert M and is probably the rarest biome to spawn in overall) and the biome generator always places land within about 1000 blocks of the origin (Large Biomes worlds are actually different near the origin because the forced land area is smaller prior to being scaled up so oceans aren't always so far away).
In this case, I spawned within a Meadow to the northwest of the origin, with a Mushroom Forest being the first thing that I saw, which is a new biome I added to TMCWv5 which is notable for its blue-green foliage and huge mushrooms in all different colors (I added green, blue, and purple mushrooms, which can also be found anywhere underground):
I then turned around and saw a village on the horizon, making this the first time that I've spawned within sight of a village since my first world, if partly due to the fact that older versions of TMCW prevented surface structures from generating within 512 blocks of the origin (I dropped this later on in TMCWv3 and the seed I used in that version now produces two villages near spawn):
This has slowed down my early-game progression a bit since I had to make sure I stayed out of range or slept at night until I built a wall around it and lit it up (at first I coaxed villages into houses and blocked the doors with dirt; this was easier to do than in vanilla because I added (more) torches and/or doors to all houses), but it has also given me some major advantages in the form of a ready food supply (it had all crops, including potatoes, my staple food source) and the villagers themselves, as I will need to trade to get Mending when it comes time to make my "caving gear", which would otherwise mean curing zombie villagers (I did find a village on the way to a stronghold in TMCWv4 but it was far enough away that I decided it was better to cure them, which is pretty cheap and easy).
As if that weren't enough, I saw yet another new biome near the end of the first day - Quartz Desert, which has quartz sand and sandstone instead of the normal yellow sand and sandstone, and may also contain a new structure, Quartz Desert Pyramids; I have not explored it yet as I prefer to remain close to spawn until I start caving, otherwise only going out to find a stronghold to get to the End:
Other biomes within sight of spawn include a Mixed Forest, Bushlands, and Jungle - a total of 6 biomes with a wide range of terrain and features, and giving me access to every type of wood on the first day (Mixed Forest by itself has all types; in TMCWv4 I spawned within a plains sub-biome within a Mixed Forest). My most preferred type of "torch wood", my main use of wood, in TMCW is spruce since 2x2 spruce trees are the easiest to grow and harvest (in vanilla it is jungle, the only variant that has a 2x2 tree). However, unlike TMCWv4 I can't grow many non-vanilla trees because they now have their own saplings and leaf blocks (for example, Mega Trees used to be growable with 2x2 oak saplings but now they have their own saplings/leaves; conversely, this enables 2x2 oak trees to be grown anywhere, not just in Big Oak Forest).
A more interesting than usual start to a new world continued when it came time to start mining for resources; contrary to what one might expect given my playstyle I branch-mine at the start of a new world, only exploring any caves immediately around where I intersect them; in this case, I ran into several rather large-looking caves on the way down, with several diversions required to avoid them; unlike TMCWv4 all but the very largest caves can generate near the origin so it is possible to find anything without having to explore that far. In this case it appears that I found a circular room cave system based on the fact that all the caves I ran into were circular rooms (by contrast, it took me 77 days of playing to find one in TMCWv4):
Also, the first iron ore that I found happened to be in the ceiling of a cave and fell down and was lost, but not a big deal, except to show how risky digging straight down can be (normally if this happens while caving I may just jump down to retrieve it but that was highly risky with only a stone sword and a floor that was out of range of a torch).
Another cave that I ran into shortly after I'd reached bedrock level (literally; y=1 has the highest concentration of amethyst ore; this is to make it practical to branch-mine for it while being rare while caving, even by my standards) had a vein of 2 amethyst in the ceiling, but I've left it and any other veins alone for now as I want to get Fortune (this also needs to be on a diamond pickaxe as amethyst ore has the same mining level as obsidian, and in fact, used to be a variant of obsidian until I refactored ores to have multiple biome-specific variants):
Things became even more interesting when I came across a dungeon at y=2, the deepest dungeon that I've ever found - not just in Survival but in any test worlds, which generated connected to a water lake at y=2, the deepest they (and dungeons) can generate at; unlike vanilla lakes can generate into the bedrock layer so there is only one layer of liquid. There was also a Sharpness III book in a chest, which I'm saving for later; despite only having a stone sword and mob spawners spawning much faster than in vanilla I didn't have too much trouble bringing it under control (I haven't mined the spawner as I want to wait until I get Silk Touch, which causes them to drop a decorative "empty spawner" block):
(note that I'm standing in the lake so the dungeon is 1 level higher, as measured by the spawner)
This also shows the seed for this world, "-4426978636490490569", which itself is interesting - it cannot ever be generated by vanilla:
This is because vanilla relies on Java's built in "Random" class, which is based on a random number generator which can only generate 2^48 unique 64 bit values, which I replaced with a true 64 bit RNG, including the calculation of a random seed and when hashing text to a numerical seed (which is limited to a 32 bit value in vanilla; interestingly, it is possible for a text seed to result in a number which can't be randomly generated due to only generating 1/65536th of all values, as is the case for "TMCWv4" / "-1816924181"). I even allow "0" to be directly entered by only ignoring the textbox if it is completely empty (there is nothing special about this seed which makes it an issue to use; certain vanilla bugs are due to random values derived from the world seed being set to 0, but not the world seed itself).
As far as mining goes, I've found 7 amethyst ore so far, which is about a third to half of what I need with Fortune (Fortune III averages 2.2 times the drops so 14 ore would become 31 amethyst; in TMCWv4 I actually used Fortune II to get 37 drops from 23 ore, which is slightly less than average; naturally, even Fortune III only guarantees a 1x drop rate so I consider 20 to be a safer target); this includes a single vein of 5 which was merged with a diamond vein in addition to the one I mentioned previously:
As far as diamonds go, I'm treating them like many players might treat iron - just mining them right away without using Fortune and I upgraded my pickaxe to iron as soon as possible, then diamond as soon as I found a vein of 6 (I did use up the previous tool first, except for wood), which enabled me to make an enchantment table and enchant the pickaxe, which got Unbreaking I and Efficiency I, not bad for a level 8 enchantment (the max without bookshelves):
Also, I had a very close call with a creeper outside my door, which left me at 2 hearts - at this point I decided it was best to make iron armor (I hadn't made any yet since there wasn't much danger when branch-mining; the dungeon I found was filled with spiders but they couldn't get to me):
I also saw two new mobs for the first time - Rabbits and Endermites, the latter of which spawned when Endermen I'd attacked teleported (they can also naturally spawn along with other hostile mobs. Interestingly, Endermen spawning Endermites when teleporting was considered to be added in 1.8 but never made it to the release; likewise, killer rabbits never naturally spawn in vanilla, but they do in TMCWv5). Due in part to this, and it becoming daylight, I didn't kill either of two Endermen:
These are the statistics for what I did during the session (including the general in-game statistics); due to the abundance of food in the village I only killed 5 passive mobs (3 sheep for wool and 2 cows for leather), which are not counted in the "inventory stats", only hostile mobs, which were mostly the spiders in the dungeon I found:
Note the statistics for blocks like crops, which are not tracked in vanilla (1.8+ doesn't even have items for them, not that would be an issue when you mod the game) I also crafted a dirt block in a composter (similar to the block added in 1.14 but they give dirt instead of bonemeal, and can compost more items, including stuff like poisonous potatoes):
Here is a rendering of the branch-mine that I've made so far; my temporary starting base (currently just a room with some chests and a bed and a room for a potato farm) is just below the surface along the staircase down to the mine, with several detours visible (at the bottom it crosses a cave that was filled with lava, then runs into the cave where I found the first amethyst before the branch-mine proper begins), while the bits to the upper-left are within the village. The dungeon that I found is about halfway along the length of the branch-mine (most of what you see there is a lake it is connected to and the three tunnels I've made so far cross through it; otherwise, there have been no other caves in the way, which is not unusual for 1.6.4-style cave generation, which features larger and denser cave systems but also larger open areas, and is the basis for "normal" cave generation in TMCW):
One thing to note is that while the Wiki claims that spacing your tunnels at least 6 blocks apart maximizes efficiency I have some doubts about that, especially the magnitude of the impact once the spacing exceeds 3; with this spacing (a tunnel every 4th block) only a couple coal veins have extended across two adjacent tunnels, which is the only time efficiency will decrease; I've mined an estimated 1600 non-ore blocks (excluding the staircase down) and 21 diamond ore, an efficiency of 1.3%, compared to the Wiki showing 0.9% for this spacing and 1.7% for a spacing of 6 (that said, 21 diamond is pretty high for 85 redstone, which is 8 times more common; random variation will still have a big impact for the amounts I've mined so far and even when mining close to 3000 coal and iron, which generate evenly everywhere below sea level, while caving their ratios vary quite a lot on a day-day basis).
Similar to TMCWv4, I'm keeping track of everything that I find, currently at 2 structures (1 dungeon and 1 village; the suspected circular room cave system will not be counted until I explore it) and 6 biomes (Meadow, Mushroom Forest, Jungle, Mixed Forest, Bushlands, Quartz Desert); for comparison, in TMCWv4 I found a total of 1115 structures (mostly dungeons and cave variants) and 36 biomes (excluding non-unique sub-biomes like x-hills, and rivers, edges, and beaches) over 243 play sessions, of which 222 were mostly or exclusively spent caving (it took 15 sessions and 2.44 days of playtime to reach the "end-game" and start caving):
Note that this is for TMCWv4:
Play sessions spent caving: 222 out of 243 total, about 851 out of 935 hours (38.95d)
Structures/caves found (by number):
383 normal dungeons (including 3 "double" dungeons)
314 ravines (up to 10 intersecting; large ravines counted separately)
118 mineshafts
67 large caves (larger than vanilla, not including giant caves)
51 large cave systems (the sort of swiss cheese cave found prior to 1.7)
30 large ravines (larger than vanilla)
19 double dungeons (one combined with a normal dungeon for 3 spawners)
15 giant caves (>50000 in volume)
12 fossils
12 maze cave clusters
12 ravine cave clusters
11 circular room cave clusters
10 circular rooms at least 34 blocks in diameter (twice as large as vanilla)
7 vertical cave clusters
7 villages (3 Desert, 2 Plains, 1 Ice Plains, 1 Meadow)
6 ravine cave systems
5 circular room cave systems
5 combination cave systems
5 vertical cave systems
4 igloos (2 with basement)
4 network cave regions
3 jungle temples
3 maze cave systems
3 strongholds (2 found by caving)
2 colossal cave systems
2 desert temples
2 desert wells
2 witch huts
1 giant cave region
(1115 individual structures/caves)
Biomes found (by order found):
Plains (spawn biome; technical biome in Mixed Forest and others)
Mixed Forest
Lake (technical biome in Mixed Forest and others)
Jungle
Birch Forest
Poplar Grove (technical biome in Birch Forest)
Desert
Tropical Swamp
Big Oak Forest
Taiga (snowless)
Rocky Mountains
Ice Plains
Roofed Forest
Mesa
Winter Forest
Forest Mountains
Bushlands
Mountainous Desert
Swampland
Hilly Plains
Winter Taiga
Frozen Lake (technical biome in Winter Forest and others)
Mega Tree Plains
Spruce Hills (technical biome in Mega Tree Plains)
Mega Forest
Plains
Forest (technical biome in Plains)
Forest
Lake
Savanna Mountains
Poplar Grove
Mega Mixed Forest
Savanna Plateau
Flower Forest
Extreme Hills
Meadow
Meadow Forest (technical biome in Meadow)
Ocean
Desert M
Oasis (technical biome in Desert M)
(36 unique biomes, not including variants like Hills, River, Edge)
Highest terrain found (y=128 or higher, highest peak in an instance of a biome):
184 (Extreme Savanna Mountains)
181 (Extreme Savanna Mountains)
179 (Extreme Savanna Mountains)
165 (Ice Mountains)
160 (Extreme Hills)
156 (Rocky Mountains)
153 (Winter Forest Mountains)
148 (Savanna Mountains)
145 (Flower Forest)
139 (Extreme Hills)
134 (Mountainous Desert Hills)
130 (Jungle Hills)
128 (Roofed Forest Hills)
Largest cave:
1032 22 -200 (length: 393, width: 61, volume: 252667)
Largest circular room:
949 50 521 (width: 57, volume: 44338)
Largest ravine:
1032 29 -72 (length: 336, width: 28, depth: 56, volume: 267362)
Largest mineshaft:
757 rails mined (average is 299 per mineshaft)
Other:
19 zombies in diamond armor
6 skeletons in diamond armor
5 skeletons in amethyst armor
4 zombies in amethyst armor
8 Notch apples
2 pink sheep
881 mob spawners
431 cave spider spawners from mineshafts (3.65 per mineshaft)
383 from dungeons
38 from double dungeons (2 each)
27 from strongholds
2 from a desert temple
22796 chunks explored (within 1 chunk of a torch, 30353 total), 102.7 per caving session
228086 torches placed in world (includes an insignificant number in villages)
88714 mobs killed, 86089 while caving, 388 per caving session and 125 per non-caving session
1283647 XP gained, 1215292 while caving, 5474 per caving session and 3255 per non-caving session
Blocks mined over 222 sessions/851 hours spent caving:
percent /session /hour
Coal ore: 464009 67.8397 2090.131 545.251
Iron ore: 168525 24.6389 759.122 198.032
Redstone ore: 22041 3.2225 99.284 25.900
Gold ore: 19098 2.7922 86.027 22.442
Lapis ore: 6817 0.9967 30.707 8.011
Diamond ore: 2833 0.4142 12.761 3.329
Amethyst ore: 348 0.0509 1.568 0.409
Ruby ore: 163 0.0238 0.734 0.192
Emerald ore: 145 0.0212 0.653 0.170
Total ore: 683979 3080.986 803.736
Rails: 35306 159.036 41.488
Moss stone: 20004 90.108 23.506
Cobwebs: 15999 72.068 18.800
Ore+other: 755288 76.9092 3402.198 887.530
Spawners: 881 3.968 1.035
Stone mined: 178229 18.1486 802.833 209.435
Total blocks: 982051 (pickaxe) 4423.653 1153.996
998050 (+cobwebs) 4495.721 1172.797
Notes:
Percentages for ores are relative to total ore.
Percentages for ore+other and stone are relative to total blocks mined with an amethyst pickaxe
(only used while caving). Spawners are not counted in any totals.
Total blocks is all blocks mined with an amethyst pickaxe plus cobwebs (mined with shears).
I've mainly spent the last few days building up farms and collecting emeralds and breeding villagers in the hopes of getting a librarian that offers Mending (I've gotten several different enchantments so far, but none were of any use; when it comes to this I'll trade out any offers that give emeralds and use a flint and steel to set them on fire; getting a Mending trade will be the most difficult part by far and might take 30+ villagers). My main source of emeralds have been wheat, carrots, and potatoes, the latter two new trades I added, though wheat is more effective until you get Fortune as I made carrots and potatoes much more expensive. I've also gotten a trade for ender pearls (formerly eyes of ender) so I don't need to wait around at night for endermen (from which I've only gotten one ender pearl from, at one point I started wondering if there was a bug (I made endermen in the End and from spawners have 1/5 the drop rate, and in general they require a player kill to drop, both as direct nerfs to AFK farms) but they averaged 1/2 an ender pearl in a test world).
In order to get villagers from the village to my villager breeder (a simple enclosure lined with doors) I made a channel between them and nudged villagers into the entrance in the village, then blocked it off and placed water down to push them along, as seen in this view:
This is another look at my progress later on (most of it has been underground and there won't be much changing on the surface until I start building a permanent base, which I have done after defeating the Ender Dragon in the last few worlds):
I've also made several level 30 enchantments so far, most significantly getting Fortune III on a diamond pickaxe, which I then used to mine 16 amethyst ore that I'd found, which yielded 32 amethyst, enough for a sword, pickaxe, chestplate, leggings, and boots with 8 left over (I might make additional items out of amethyst but only these need it):
This is the first level 30 enchantment that I made:
The second one turned out to be much better, even if it only had one enchantment:
Immediately after getting it I went to mine the 16 amethyst ore (4 veins) that I'd found so far and got 32 drops from them:
These items are all part of my "caving gear" which I exclusively use while caving, and all of it will be enchanted using books as it is simply too risky to try directly enchanting and getting unwanted enchantments (even if this were 1.8+, with a preview, you can still get unwanted enchantments, e.g. it shows Efficiency IV on a pickaxe, which means it could get Fortune or Silk Touch, either of which would ruin it as they would make it too expensive to repair and Silk Touch doesn't drop the actual resources. I have considered adding grindstones but haven't done so yet):
Other items that I'll make include a diamond pickaxe with Silk Touch for ender chests, emerald ore, and spawners (using diamond instead of amethyst helps tell them apart. All the items mentioned here also have Efficiency V/Unbreaking III/Mending as applicable), shears with Silk Touch (required to collect cobwebs), a bow with Power V and Infinity, a diamond axe with Efficiency V and Unbreaking III, used to collect wood (axes actually can penetrate armor in TMCW but a sword is still better in general as it can receive more enchantments, especially Knockback, and only loses one durability per attack), as well as a diamond hoe with Fortune III, used to harvest potatoes for food (in TMCWv4 I made it so that Fortune only works on crops if it is on a hoe; getting it sooner rather than later would greatly increase the rate of which I can produce emeralds from carrots/potatoes and I've actually enchanted one on the table at level 30 (a new feature in TMCWv5, otherwise you'd need books to enchant them, as I did in TMCWv4, and in vanilla 1.6.4 they can only get Unbreaking), which got Efficiency IV; as villagers sell diamond hoes I don't need to use actual diamonds so I can just keep enchanting until I get Fortune III; that said, I've only bought them to unlock further trades as they are fairly expensive since I made diamond items 3 times more expensive than iron).
Also, I saw another interesting mob - a baby skeleton with a diamond sword; much like zombies I added a "baby" variant and gave skeletons in general a chance to spawn with a sword instead of bow; baby skeletons can also spawn as part of a cave spider jockey (a feature added in TMCWv1 in place of chicken jockeys). Fishing is also much easier thanks to the addition of actual fish mobs (I still do not prefer getting fish trades; that said, with Luck of the Sea fishing rods can catch treasure, including Mending books. Unlike 1.7+ I made it a requirement for balance reasons; since you must manually repair items AFK fishing farms are significantly nerfed than if you could just use disposable unenchanted rods):
As far as mining goes, I thought it was interesting to note that after finding 21 diamonds on the first day I found none at all on the second day, despite mining more than I did before; the third day was more normal with 14 diamonds but with a lot more coal found (some of the coal and iron came from expanding my farms):
These are the totals for the first three days/play sessions; this does not include 16 amethyst ore that I didn't mine until I'd gotten Fortune:
Here is a rendering of my branch-mine as well as what it looks like on a cave map (two level 0 maps); you can also see the large farms that I've made underground (a lake partly covers them up; the difference between the MCMap rendering and cave maps is that cave maps treat walls as obstacles while MCMap does not, thus the cave maps show less clutter from nearby caves, the only cave that I've actually explored so far is a single circular room at lava level near the bottom-left corner of the cave maps):
This is how I marked which tunnels had amethyst, including how much (four veins of 2, 5, 2, 7). Also, the floor is actually bedrock, which renders as a darker version of the "biome stone" within a biome (normal stone for most biomes):
I plan to go to the Nether next, find a fortress and collect blaze rods, then locate a stronghold; at this time I'll just loot it (aside from chest loot the books(helves) in libraries are very useful for trading) and locate the End portal. As with everything else so far this will be more interesting due to changes made to the Nether (I never previously made any modifications other than some bugfixes/optimizations to world generation, such as MC-117810, a cause of lag spikes when generating new terrain), the ability to use cave maps in the Nether (easier navigation, but torches must be placed frequently enough; I've previously used them more as markers than lighting), and strongholds being further away (at least 800 blocks from the origin, up from 640 in previous versions/vanilla 1.6.4; due to my spawn point/base location, which is between the original spawn point and the village, the nearest stronghold may be closer than it was in TMCWv4); I'm sure to come across many new biomes along the way (either new to me or not discovered yet in this world).
After this I'll return to the Nether to mine quartz for XP and enchant books at around level 22-23, which seems to offer the best combination of enchantments and cost (as opposed to going to level 30, which costs 1.7-1.8 times more XP):
I'm not sure how applicable this is to 1.6.4 (the site doesn't go that far back) but the chance of the highest (common) level for many enchantments levels off at around level 22-23 with only small increases afterwards; the enchantment that I need the most of is Unbreaking III, so I focus of getting enough of it first (unless a villager offers it, then most of the other enchantments can be obtained by enchanting books at level 1 so I may even do that if Efficiency/Protection are the only enchantments I need, even if it requires a lot of anvil uses; unlike 1.8+ the prior work penalty only increases by 2 per working):
Also, regardless of my luck when enchanting I'll still need to spend a lot more levels on adding Mending to my items than I did in TMCWv4 - I made it so the cost to add Mending is the cost to repair the item with Mending, based the lower of a single unit or full-durability sacrifice repair; for example, it costs 43 levels to repair an amethyst pickaxe with Efficiency V, Unbreaking III, Mending with a single unit (a full-durability sacrifice is too expensive, over 49 levels for amethyst items). Previously, it was the same as adding any enchantment with an enchantment cost of 8 (around 10-15 levels; in 1.6.4 you are always charged the cost of all the enchantments on an item, which is why repairing items with many enchantments becomes so expensive, but books reduce the overall cost). This is to help you avoid making items that are too expensive to be repaired if Mending is added, although it only works if Mending is the last enchantment to be added and if a book is used (items that would be too expensive with Mending but are otherwise still repairable can still be used indefinitely if rubies are used to lower the penalty; however, you need to find a biome that has them).
As mentioned before, I went to the Nether to find a fortress and get blaze rods; while I did not add all the biomes and features like 1.16 did it was still a more interesting experience than vanilla 1.6.4/previous versions of TMCW. Terrain is generally more difficult to cover due to much more numerous caves and the addition of ravines, as well as pockets and veins of magma blocks, which will deal damage if walked on, and more lava flows and lakes of lava and magma blocks. However, cave maps enable you to map the Nether, as well as show the direction you are facing (on surface/vanilla maps the cursor randomly spins), which made it much easier to return from the fortress that I found, which was fairly far away from the portal (I fixed a bug which caused fortresses to generate in north-south lines; while they have about the same overall frequency they are more spread out. A similar change made in 1.16 explains in part why they are harder to find, though some of them were also replaced with bastions):
There are also more hostile mobs in the Nether which will attack the player (as opposed to mostly zombie pigmen, which only attack if the player attacks them), including Nether husks (a pink Husk variant), Endermen, and Nethermites (similar to Endermites but pink), and mobs are more commonly encountered because the spawn range is limited to 32 blocks above and below the player (this simulates the depth of the Overworld):
Other features that can be found in the Nether include dungeons and gold ore; dungeons are unique in that they can spawn pigmen which are always hostile but do not alert other pigmen when attacked (other mobs include Nether husks, normal skeletons, and witches). Wither skeletons can also spawn with enchantments on their sword. Also, netherrack stalagmites (placed as stalactites with a lava source above their support block) will gradually fill cauldrons with lava, making it renewable (this also works for stone stalactites in Volcanic Wasteland; otherwise, only water works, corresponding to the particles that visually drip from them).
I collected all the blaze rods I'll ever need in one go (25 is enough for a brewing stand and 48 blaze powder/eyes of ender, and 36 ender chests after using 12 on the End portal), instead of going back to make Fire Resistance potions after I got one (or two but a magma cube dropped magma cream), as I mined up below a Blaze spawner and figured that I could easily attack them with relatively low risk of being attacked by letting them sink into a hole I dug, with a 1 block space at the bottom where I could attack without them seeing me:
Here is the path I took to the fortress on a cave map; the fortress was at the very edge of the map (level 3) so it was about 550 blocks away from the portal (parts of it are off the map to the south; the fact it is clearly visible with a map scale of 1024 blocks across shows how large they are):
After this I located a stronghold, discovering many new biomes, including another biome which was only added in TMCWv5, Autumnal Forest, and one of the rarest regular biomes, Volcanic Wasteland, as well as the highest terrain that I've ever found - twice in a row in two adjacent biomes, Extreme Savanna Mountains and Extreme Forest Mountains:
In fact, this is the highest terrain that I've ever seen in any seed in any version of TMCW (TMCWv3 enabled terrain to go above y=127 with an absolute cap at y=191, or 192 at feet level when standing on it); previously, I found terrain to y=189 in the seed "-4044260048752824454" in TMCWv4/4.5:
It is also interesting to note that despite the increase in the height limit in 1.18 it seems that terrain rarely, if ever goes above about y=224 based on the chart of ore distribution within a half-million chunks (some ores apparently peak at y=320, or would if there was actually anything up there):
I also found a Tropical Swamp and Winter Forest (shown above along with Autumnal Forest), bringing the total number of biomes that I've found to 11:
Here is a list of the biomes that I've found so far in the order I found them ("Extreme" Savanna/Forest Mountains are technically sub-biomes within their "non-extreme" counterparts, much as e.g. Forest has Forest Hills):
Autumnal Forest also has several new mobs, including Vampires, a zombie variant which applies Poison when attacking and when attacked they may spawn bats at the player which will target their head until the vampire is killed (they do not actually attack, just serve as a distraction):
Of note, Autumnal Forest, and many other features, was directly based off of a suggestion; I even copied the textures pixel-by-pixel from the examples given, with hidden areas filled in based on the visible pattern:
The End portal itself turned out to be empty but I still had all 16 eyes of ender that I started out with (some basic knowledge helps minimize the number of times you throw them; if you know that strongholds can't generate less than 800 blocks from the origin then you only need to throw one before then, maybe two to ensure you are on track, as I did after getting through the mountains):
Here is what a stronghold looks like on a cave map (level 1, part of it went off the western edge):
I'd actually planned to make two maps in the event that I went off the first map, centered at 0,0 with a radius of 1024 blocks, but it turned out the stronghold was right at the very edge so I just used the spare map to make a cave map. The location is actually not that unusual compared to vanilla 1.6.4, where they can be 640-1152 blocks away from the origin, but from a large sampling (millions) of seeds they can be up to 1856 blocks away in TMCWv5:
Also, you may notice that biomes have different grass/foliage colors, a feature which is exclusive to Bedrock Edition (I do not provide colors for every shade, just several main categories, since there are a limited number of colors available):
There is also another biome that I may have found based on the map - you can see a lake to the north of my position, which is more likely to be an actual biome of that name than an area below sea level (I didn't really notice it or check F3; flooded areas that are not a "water" biome are rarer than they are in vanilla); in addition to sub-biomes in many different biomes these can also be found as full-size biomes with small islands of various other biomes.
After trading about 1,000 emeralds and going through around a dozen librarians I finally got a Mending trade, ending my trading for now (I could still try to get other enchantments):
This greatly understates the number of times I harvested crops since I used water to break most of them; likewise, sugar cane can drop up to two blocks per harvest:
I've started mining quartz in the Nether and enchanting books at level 22 to get the other enchantments that I need; in the first full day I mined more quartz than all other ores combined, plus several stacks of Nether gold ore for a bit of additional XP. However, progress has been slower than usual due to the increased difficulty in navigating terrain; I've even considered making a lot of 8 minute Fire Resistance potions and keeping it on at all times so I don't need to worry about magma blocks or falling into lava-filled ravines (as in the Overworld they can be much larger than in vanilla), which have a secondary lava level at y=4, and can expose a lot of ores:
Also, I found another Nether fortress to the east of the portal, much closer than the one that I found to the south while searching for one (it may have been better to search outwards in a spiral; I just took the easiest path through the terrain); notably, I found 11 diamonds in it (I did not modify their chest loot):
I finally enchanted all of my "caving gear", as well as a few other items - which required mining a total of 15,618 quartz, the most that I've ever mined in any world (I mined 13,746 in TMCWv3 and 10,345 in TMCWv4). I also mined 10,000 netherrack, also the most that I've ever mined (compared to 5,719 in TMCWv3 and 3,801 in TMCWv4):
One thing that makes TMCWv5 much different from other worlds is the inclusion of gold ore in the Nether, of which I mined around 1,650 and by itself more than all the ores I've mined in the Overworld up to now. Along with more mob kills than usual in the Nether due to the addition of more mobs this helped me get XP, although the contribution is relatively insignificant (1,650 gold gives 1,650 XP while 15,618 quartz gives 54,663 XP; for comparison, up to this point I'd gained a total of 72,507 XP from all sources, which means that about 75% of the XP I gained came from quartz).
I've also already crafted 4,304 torches, with around 10 times more than usual used in the Nether due to cave maps reacquiring them to render anything (previously I placed them more as markers to show where I've been; I still placed them much less often than I do when caving in the Overworld). Here are renderings of the Nether in MCMap, first the "surface" (in the Nether MCMap uses an algorithm that removes the "ceiling" down to the first "floor" that it finds) and then the underground mode (only mapping areas within 8 blocks of a torch), followed by a night mode rendering in Minutor at layer 88, which gives a clearer view of the area I explored; and an in-game cave map (level 3, so the area is 1024x1024 blocks. This is not really the optimal use of cave maps if you want to actually see individual caves but much like my use of surface maps in the Overworld while caving they show where I've been):
Also, another thing that makes the Nether different is the addition of dungeons, of which I found a total of 7, including at least one for each type of mob (zombie pigmen, nether husks, normal skeletons, and witches); the zombie pigman dungeon was probably the most dangerous as they are always hostile and deal a lot of damage (they do not call for help when attacked though):
Along with spawners from a nether fortress (I found a total of 3 but didn't have a Silk Touch pickaxe until the third, and woudl leave one in the nearest fortress just in case) and the stronghold I've collected 18 "empty monster spawners" (a decorative block which has the same texture as a spawner and can be "lit" with a flint and steel to produce particles similar to a spawner as well as a light level of 15).
After that, I went to the End to kill the Ender Dragon, which was pretty much the same as in vanilla (the only change I made was adding naturally spawning Endermites, in addition to spawning when an Enderman that was attacked by a player teleports away). I did have a pretty close call when the Ender Dragon knocked me into the air and I went down to one heart. The spawn platform was also over the void, illustrating the importance of bringing ender pearls:
Here is a side-by-side comparison of the Nether and End in Minutor:
An interesting thing about the End is that chunks are only normally generated within a 12 chunk radius of the origin (outside of this area terrain generation is skipped), and outside of this area they are only saved at all if they were modified (normally all chunks will be saved at least once; even "empty" chunks take up a lot of disk space due to the way they are saved within region files, which will be at least 4 MB for a fully generated region; for comparison, the DIM1 folder in my world is 1.73 MB while in TMCWv4 it is 2.81 MB).
I also made sure to collect several stacks of end stone, which I normally do not use but TMCWv5 makes it required to craft a "Diamond Ender Chest", which only previously required surrounding a normal ender chest with diamonds; now you craft "Diamond End Stone" which is used in place of the diamonds (overall you still need 8 diamonds but now you also need 8 end stone). However, diamond ender chests are now much more valuable since they can be picked up with Silk Touch (previously they always dropped diamonds and obsidian) and I'll be using them as a backpack while caving so I can spend about twice as much time per caving session, a practice that I last did in TMCWv1, which made normal ender chests have a double chest of capacity (previously I used them to carry more resources per trip between a secondary base and my main base. I also recently modified ender chests in my "semi-vanilla" first world to help offset the increasing distance I need to travel back to my main base, though eventually a Nether network will be needed).
Also, there is one achievement that I never got until now, despite usually being one of the first ones I get - making bread, as there was no point in using wheat for food when I had a village with carrots and potatoes (most of the food that I've actually eaten so far has been steak, a byproduct of breeding cows for leather; when this runs out I'll eat baked potatoes, my staple food):
Other achievements include "The Lie" (I'll make a cake as decoration for my main base), "Overkill" (this will happen once I start caving and use my amethyst sword, which deals 18.25 damage with a critical hit), and "Sniper Duel".
Overall, this has been one of my most intensively played worlds, averaging more than 4 hours per session (this was taken before I went to the End today); I generally do spend more time per session before I start caving though (TMCWv4 averaged about 3.9 hours prior to this and 3.83 hours afterwards, which is still higher than the 3.53 hours I've averaged in my first world):
I've finally reached the "end-game", when I actually start doing what I enjoy the most - caving - which will take up the vast majority of the time I spend playing on this world, as with all of my other worlds. Interestingly, it only took one more play session (16 vs 15) than in TMCWv4, but as mentioned before I spent significantly more time playing, taking a total of 2.83 days compared to 2.44 days in TMCWv4:
TMCWv4:
TMCWv5:
Compared to TMCWv4, there are a lot more underground features to discover, in addition to more biomes, including biomes that I still have never found in Survival dating as far back as TMCWv1 - released nearly 8 years ago (Ice Hills and TMCW Mega Taiga; I've also never found Ice Plains Spikes, added in TMCWv3, or Great Forest, added in TMCWv4):
Cave variants in TMCWv4, which added most of the variants except for colossal cave systems and larger caves and ravines (interestingly, TMCWv1 had larger circular rooms, up to about twice that of vanilla, but for whatever reason I did not include them in TMCWv2-3):
Cave variants in TMCWv5; many of the variants that were previously added in TMCWv4 are now larger; a giant cave region averages about 1.7 million blocks, up from 1.2 million (a bugfix in TMCWv4.5 to the way large caves generate slightly increased their volume to 1.3 million), and the largest possible single caves can exceed a million blocks, 625,000 for the largest ravines (for comparison, the maximum sizes in TMCWv4 were about 500,000 and 425,000 and the largest ones that I found were 252,000 and 267,000). Another major difference is that only the very largest sizes of caves, colossal cave systems, and regional caves are excluded from a 512 block radius of the origin, so I'll start finding non-vanilla caves right away (as mentioned before, I suspect there is a circular room cave system where I started mining down):
This is the largest cave near the bottom, the largest known cave in TMCWv5, with a volume of 1.1 million blocks (for perspective, the small cave to the lower-left is a typical "large cave" in vanilla, from sometime in Beta to 1.17):
An example of a large ravine, which can get much larger, which also shows that biome-specific underground blocks now replace all stone/dirt/gravel down to bedrock, with ores to match the "biome stone" (which is actually a separate block which has the mining properties of stone and drops the block it mimics; this enables ores to replace it without having to worry about replacing the walls of villages and other structures, or as was previously done, placing ores first, then replacing stone with biome-specific blocks, which is both less performant and causes ores to get cut off along chunk borders):
This is my main base, which is simpler in some ways than the base I built in TMCWv4; I did not include farms for every crop, only potatoes, as it is unlikely I'll actually need to grow more of anything other than sugarcane for paper for maps, which I can just harvest from a nearby river after the several stacks that I have runs out (which will be a long time) and the village nearby has wheat and carrot farms. I've also made extensive use of many new blocks, such as "smooth quartz" (uses the bottom texture of quartz slabs on all sides, crafted with 2x2 slabs; the block itself is actually a double stone slab block), barrels instead of chests for most of my storage, "light blocks" instead of glowstone (crafted by smelting it; of interest, the texture is actually one I made and used for glowstone over 8 years ago, as seen in this thread), wood-specific fence variants (in addition to oak), flower pot variants, and more:
One thing to note is that I did not place as many lights on the ground as usual because I reduced the block light level that prevents hostile mobs from spawning from 8 to 6, which matches the threshold used by cave maps (6 or higher within 8 blocks of a torch):
It is hard to see but I have a couple cats at each entrance (front and back), which use two of the new variants I added (the same as later vanilla versions, with the original three variants unaltered). I generally find cats to be more useful than wolves because they scare creepers away (I'd already had one explode and destroy the fence/gate). Also, you can see a berry bush near the right, based on sweet berries, which I got from the Autumnal Forest:
Note the flower pots next to the windows, which contain actual trees instead of saplings, with many variants which can be chosen from; the larger trees are in a "large flower pot" variant which is 10x10 pixels instead of 6x6:
In the corner near the center is a composter, essentially a garbage bin (most plant-based items can be composted to eventually yield a dirt block, otherwise items can be thrown inside to despawn):
Instead of chests I've used barrels for my mineral storage area:
The barrels above the bookshelves will be used to store enchanted books that I find while caving, otherwise, I don't actually enchant anything at this point other than iron pickaxes I find in minecarts, and at level 1 (I use them to dig tunnels for railways and work on secondary bases, with my amethyst pickaxe solely used while caving):
The bookshelves that you see are also a bit different from vanilla - each one actually stores 12 books, 156 total (112 * 13, minus two that are hidden in the corner) which can be removed by right-clicking with an empty hand; conversely, you can add books to an "empty bookshelf" (the vanilla recipe crafts an "original" bookshelf which appears identical but does not have this special functionality, same for naturally generated bookshelves. Enchantment tables require a bookshelf with at least 3 books):
I decided to only have a potato farm as anything else is rarely, if ever used after this point:
The animals in the pen are mainly decorative as I do not use them after this point; I'll replace the sheep with pink sheep when I find one:
I saved a few of the villagers that I'd originally bred to get Mending, with the Mending villager locked up for extra safety; Mending books themselves are stored in the barrel to the left (I had 3 extra books left over and will put any books I find while caving here):
These are surface (left) and cave(right) maps of the area around my base/branch-mine; of note, the cave maps must never be taken down after I start caving as they will update when held and any explored caves in the area will be rendered and ruin them (if this ever happens I could restore a backup of the map data files):
These are the other maps that I made of the path I took to the stronghold, the stronghold on cave maps (fun fact: I actually went back to the stronghold just to make a second cave map of the part that went off the edge of the one I'd made when I originally explored it), and the map I used in the Nether:
For comparison, this will be my map wall, currently a single level 3 map centered at 0,0, with space for up to a 3x3 map area, the maximum I plan to explore (such an area represents about a full year of daily playing at the rate of 100 chunks per play session; I could enlarge the area by storing the copies I carry around elsewhere but it is unlikely I'll actually explore all 9 maps; in TMCWv4 I explored about 2/3 of the area over two main play periods):
Also, I've also been making minor updates to TMCWv5; for example, I just added the ability for fence gates to take on the wood type of the fences they are adjacent to (I used spruce fences around my base and realized that fence gates wouldn't match, so I fixed it on the spot; while there are some limitations (you can't have more than 2 non-oak gates in a row or by themselves/with nether brick fences or walls) adding "render-only" block states means no actual block IDs or items are required):
It is interesting to note that while I've fixed various bugs in TMCWv5 itself many of the bugs I've fixed recently have actually been vanilla bugs, such as fences and walls incorrectly connecting to fence gates (MC-9565), which I noticed when testing the aforementioned change, hence the fence gate shown between a fence and wall, showing that they no longer connect improperly, or non-block items or blocks that use the "2D" item model not being centered properly when rotated in an item frame (MC-8660; the insane thing about this bug report is that it was marked as "invalid" just because they were using a mod), or missing item use animations and statistics when shearing and dying sheep.
In the first day of caving I explored a circular room cave system, which as mentioned before I'd suspected there was one in the area where I started my branch-mine, a mineshaft, and two ravines, as well as a possible "random" cave system, or possibly a "random cave cluster", as I analyzed the area I explored but it only listed the circular room cave system and mineshaft (only full-sized cave systems are listed, not cave clusters). I also found anew biome - Rocky Mountains, a realistic-looking (as opposed to "Minecraft-style" mountains) mountainous biome mostly made up of exposed stone and andesite (ores and springs are not allowed to generate exposed to the surface) and snow-capped peaks with a gradual transition to coarse dirt, then grass with large spruce trees at lower elevations. I haven't actually seen the biome from the surface but there is no mistaking it on a map:
An example of Rocky Mountains, which was added in TMCWv4:
This is where I started caving; this is the only surface cave opening I found near my base and I only found it today, otherwise, my branch-mine intersected several caves and I've started caving from such an intersection before:
Almost immediately I got one of the last achievements - Overkill (deal 18 damage), which requires a critical hit with my sword (14.25 attack damage, 18.25 critical; with Sharpness V this can only be reached with a amethyst sword, or diamond in vanilla 1.6.4; in versions since 1.9 you must use Smite or Bane of Arthropods, which means I'd probably never get it, then again, I'd replace the 1.9 changes with my own/1.6.4's):
An interesting threat that can be encountered while caving are magma cubes, as slimes that die in lava will split into magma cubes:
Also, until now I'd never used any of my "caving gear" except for my "Super Bow" (Power V, Infinity, Unbreaking, Mending) and "Ender Pickaxe" (Efficiency V, Silk Touch, Unbreaking III, Mending):
One thing that makes TMCWv5 different from TMCWv4 is that huge mushrooms can be found anywhere underground, not just in giant cave regions, and they come in more colors (brown, red, green, blue, purple) and shapes and sizes, with both small and huge forms of green mushrooms glowing:
Also, I found a glow squid in an underground lake, which dropped a glow ink sac, which can be used to make item frames and signs glow (instead of a new item/entity glowing item frames are made by right-clicking them with a glow ink sac; a normal ink sac removes the effect). I'll be collecting some so I can use them on the item frames my maps are in so they render with even brightness (previously, I've placed them on glowstone for the same effect, but the glowstone will be visible on the other side of the wall unless it is covered up):
The mineshaft was a bit different from vanilla; instead of oak wood it used spruce wood, with the wood type generally being based on the most common biome within a 32 block radius of the center; also, all parts, not just corridors, generate wooden platforms below them:
There were also 7 cave spider spawners and a dungeon in the mineshaft, which was fairly large, with 448 rails collected from it (from comparison, I've averaged about 275 rails in my first world and the largest known mineshaft in TMCW has over 1,600 rails, with the average size being close to the average for vanilla).
Here are the overall stats for the session, with over 4,000 resource blocks (ores, rails, cobwebs, moss stone) mined and 383 mobs killed, with at least 10 different types of mobs encountered (slimes and magma cubes count as the same mob, as do some other mobs like zombie variants), only about a third of which were zombies, which is lower than usual (they haven't reached their maximum follow range yet); this also shows the advantage of a diamond ender chest; normally I'd have to stop a couple times to smelt iron and gold so I can compact them into blocks but I can accumulate dozens of stacks before having to do so (that said, I simply find a safe location and set up furnaces and continue caving while it smelts; the biggest advantage will come later on as I explore further out, in TMCWv1, which had double chest-sized vanilla ender chests, I never built any secondary bases despite exploring up to 1500 blocks away):
Also, I reached level 89, easily the highest level that I've ever reached, which requires 16,460 XP under the pre-1.8 leveling system with most of the XP from the Ender Dragon, as I haven't had to repair anything so far (in TMCWv4 I repaired a couple tools while working on my main base), and I could have gone even higher if I'd smelted the iron and gold (as it is, I may have to repair my pickaxe before I reach level 90 as I was within 20 durability of a repair, which restores 1171 durability per unit and amethyst has 4686 durability so the ideal time to repair it is when it drops to 3515).
Here is an underground rendering of what I explored today; the circular room cave system is on the left side, with the mineshaft near the center and more caves on the right:
Also, here are charts of my "session stats" since I started playing on this world, with the first few days spent branch-mining, then I mined quartz in the Nether, along with a lot of gold, then after a few days spent building my main base is the first actual day of caving:
I've been caving for just two days but have already seen or found two very rare things, or at least, one is very rare in vanilla - a zombie in diamond armor and an enchanted golden apple:
The zombie was in the first "large" cave that I've found, in this case, a larger variant of a normal vanilla cave/tunnel:
Notably, this cave is similar in size and structure to the largest cave that I've found in my first world, and representative of what one might find when exploring a similar area in vanilla, but caves like this are the norm in TMCW:
A rendering of the cave with another large cave nearby (only "large" caves are shown here, it was part of a much larger cave system); a ravine that overlaps above it allowed be to get a better view down into the cave (as indicated by the sand it would of had lava visible from the surface):
A list of the largest caves I've found in my first world, with a volume of at least 10,000 blocks (the largest known cave in vanilla has a volume of about 26,000 blocks, just slightly larger than the minimum for a "large cave" in TMCW, which can exceed a million blocks at the high end):
Interestingly, most of the caves within the cave system were much narrower, as well as longer and straighter, than usual, which is due to regional scale variations in various parameters that control the generation of "normal" cave systems, which are otherwise based on vanilla 1.6.4 (the criteria for a "large" cave, as listed here, means a cave with a maximum width of at least 9, which can only be reached in vanilla through a 10% chance of an additional width multiplier for a width of up to 27, or 40 in TMCW. This is distinct from the the large caves that I generate independently of cave systems and which can become far larger):
Seed is -4426978636490490569
Center is -160, -32 and radius is 48 blocks (from -208, -80 to -113, 15)
Showing up to 10 results for each category. Locations are the center unless noted.
Normal cave system parameters for center chunk:
largerCircularRooms: false
circularRoomChance: 1/8
largerLargeCaves: false
largeCaveChance: 1/10
widthMultiplier: 0.5
maxLength: 144
curviness: 0.2
verticalVariation: 1/6
circularRoomCaves: 1-3
minWidth: 2.0
extraBranchChance: 75%
extraLavaLevelCaves: false
extraSeaLevelCaves: false
Size 21 cave system at -160 -32; total number of caves: 26
Size 1 cave system at -160 -16; total number of caves: 1
Size 2 cave system at -128 -16; total number of caves: 2
Number of cave systems: 3
Initial number of caves: 24; largest cave system: 21 (-160 -32)
Total number of caves: 29; largest cave system: 26 (-160 -32)
Additional circular room caves: 5
Additional lava level caves: 0
Additional sea level caves: 0
Number of small caves: 25; average width is 4.46
Number of large caves: 4; average width is 13.55; max width: 20.00 (-147 21 -28)
Number of circular rooms: 5; average width is 10.37; max width: 12.85 (-157 7 -10)
Additional caves per circular room: 1.00
Average caves per chunk: 0.8055556 (36 chunks)
Average altitude: 12.41
Percentage of caves on layers -7 to 2: 37.93
Percentage of caves on layers 3 to 12: 17.24
Percentage of caves on layers 13 to 22: 20.69
Percentage of caves on layers 23 to 32: 10.34
Percentage of caves on layers 33 to 42: 3.45
Percentage of caves on layers 43 to 52: 10.34
Percentage of caves on layers 53 to 62: 0.00
Percentage of caves above layer 62: 0.00
I also found two new types of caves; a "vertical pit cave", which has several columnar segments close together which are identical to those used to generate ravines, which are generated with a line of such segments, and a "ribbed tunnel cave cluster", which are also based on ravines but generate like normal tunnels (as with ravines, a line of segments which are normally semi-spherical), with ledges along the sides:
Also, I've been exploring within the Rocky Mountains biome, which differs from most biomes in that stone and andesite are swapped; instead of mostly stone with pockets of andesite it is mostly andesite with pockets of stone. It is also one of a handful of biomes that has ruby ore, which is most notable for being able to reduce the prior work penalty of items which would otherwise be too expensive to put Mending on (I even considered not putting Mending on my boots so I could use Unbreaking instead; this would give be 3 repairs for 42-44-46 levels before being reset back to 42 with one ruby, which costs 34 levels for an amethyst item with 3 enchantments and a prior work penalty of 6; the repair cost with Mending instead of Unbreaking is 44 levels but they have to be repaired twice as often so the overall resource and XP cost is higher):
Here are a couple views of the Rocky Mountains from the surface; it appears to be fairly large with multiple separate peaks with valleys between them; I haven't scaled them you but they go well above cloud level, typically in the y=150 range:
I also saw a couple new mobs - Strays and White Husks (one of which had diamond armor), which spawn within Rocky Mountains, as well as various other biomes; unlike later vanilla versions they can spawn anywhere, not just on the surface, and make up 50% of skeletons and zombies:
I also found a single vein of 5 amethyst ore, the first time I've found it while caving and a quarter of the ore I've found so far (21), plus two more in dungeon chests; so far I've used two to repair my gear:
Compared to yesterday I mined more ores within a shorter amount of time (3 hours and 33 minutes vs 3 hours and 47 minutes) and killed less than half as many mobs, likely because of the nature of the caves I was exploring (many of the tunnels were only 1-2 blocks wide, as shown above, and required removing blocks to get through):
The first item in the fourth row is "quartz sandstone iron ore", as opposed to "stone iron ore", which is the "normal" variant found in stone, which I found in some caves that went into a Quartz Desert:
It is interesting to note that I've still mined more gold than iron due to all the gold I found in the Nether; quartz is still more than half the total but this will change soon and eventually become a small fraction of the total as I will never mine more:
Here is an updated rendering of what I've explored so far - already probably more caving than the majority of players ever do in a single world; you can also see that I've gone into the quartz desert, near the bottom, and made a "return point" near the upper-left, indicated by a staircase to the surface (I usually make them a 2x2 spiral but that would put me under a mountain):
Amazingly, I saw another zombie in diamond armor today, this time fully enchanted; neither of them have dropped anything. Unlike the first one this one was outside my base, which I'd returned to after 3 days of caving, where zombies regularly congregate in an attempt to get to the villagers:
For perspective, at the maximum difficulty factor on Normal, which reaches a constant maximum after 100 hours have passed, there is a 20% chance of a zombie or skeleton having armor and of that there is a 0.3% chance of it being diamond, averaging one every 1667 mobs; for comparison, in vanilla 1.6.4 the chance is one in 15551 mobs (a 15% chance of armor and a 0.04287% of being diamond) and only in chunks that have been loaded by a player for at least 50 hours. TMCW's amethyst armor is 1/3 as likely as diamond (one in 5000 mobs and one in 1250 mobs for either diamond or amethyst).
Notably, in TMCWv4 I actually saw two diamond or amethyst armored mobs on the same day on two separate occasions - just minutes apart in one case (they likely did in fact exist at the same time).
Also, I found my first "real" large cave today, as in one of the special variants that generate independently of cave systems and can get far larger than anything in vanilla; this one was on the smaller side with a volume of about 40,000 blocks, which is still much larger than anything that can exist in vanilla 1.6.4 (up to 1.17), and it merged with a smaller cave to form a single cave with a volume of over 50,000 blocks:
I also found another new type of cave - a toroidal cave, which are shaped like a donut and can get up to 64 blocks in diameter with a tunnel diameter of 20 blocks; they can be seen as a variant of circular room except they generate separately from cave systems:
Here is a rendering of what I've explored over the past three days:
After I returned to my base I decided to start exploring from a cave that lead in the opposite direction from the circular room cave system that I started exploring from, which lead to a fairly large "1.6.4-style" cave system below my base (this means a cave system which is extremely dense such that the tunnels merge together to form random chambers with little recognizable tunnels, which is typical of larger/denser cave systems in 1.6.4 but much rarer and more limited in size since 1.7):
I also found my first fossil in a cave that went into the quartz desert:
Another feature unique to TMCW are lakes of magma blocks, as well as larger lakes (including water and lava; oddly enough, Mojang removed water lakes in 1.18) up to twice the normal width, as shown here, which exclusively generate underground:
After exploring the cave system I came across the second large cave that I've found so far, along with the first large ravine which intersected it, with a combined volume of about 91,000 blocks, minus some overlap:
Immediately after I explored the cave/ravine I found an even larger ravine with a volume about as high as both together from which I was able to finally start exploring into the quartz desert (all other caves only briefly entered it or ended shortly afterwards), where I came across another large cave:
Here is an updated rendering of what I've explored so far; the ravines went westwards past x=-512, off the edge of the current map, which I plan to mostly or fully explore before moving into the surrounding maps (any features that start within the current map and extend outside are explored in their entirety so I generally do go a bit past the edges); as well as a list of everything that I've found so far:
Structures/caves found (by number):
16 normal dungeons
10 ravines
4 vertical pit caves
3 large caves (volume >= 25000)
2 large ravines (volume >= 25000)
1 fossil
1 large cave system (the sort of swiss cheese cave found prior to 1.7)
1 maze cave cluster
1 mineshaft
1 random cave cluster
1 ribbed tunnel cave cluster
1 stronghold (with eye of ender)
1 toroidal cave
1 village (1 Meadow)
(44 individual structures/caves)
Also, it seems like there is little to no interest in this thread (not a single reply or even upvote to acknowledge that it has been read), which is quite demotivating, especially given that I'd spent 4 years on developing TMCWv5 and being one of the very few remaining survival journals and the only one with updates at any regularity; I'd at least like some feedback on how I can improve the thread.
I don't have much interest in the forums anymore as they are all but dead but I will try to continue making updates for as long as I play on this world.
This is an in-game map of what I've explored in 15 play sessions spent caving:
This includes another Autumnal Forest (the first one I found is well to the north where I found the stronghold), which is clearly visible in the southeast, a Flower Forest (appearing as relatively treeless as they have a low tree density and map pixels use the most common block) to the south of the Rocky Mountains near the center, with the edge of another Rocky Mountains visible to the east, a Taiga far to the south, and a Mega Tree Plains to the south of the Quartz Desert to the west, which brings the total number of biomes that I've found up to 15:
Here is what I've explored underground so far, including a day-by-day animation starting from before I started caving; the Quartz Desert clearly stands out near the middle, including a relatively large cave within it (via the obsidian floor); not shown here is the way Rocky Mountains swaps stone and andesite (instead of mostly stone with pockets of andesite it is mostly andesite with pickets of stone) as I removed them from underground renderings for clarity. The pattern of exploration mainly reflects underground interconnections; nearly everything seen here is directly interconnected with the exception of a few surface caves, with widely separated areas within a session the result of returning to "return points" (many are visible as staircases to the surface, either a diagonal or spiral):
I've already mined more than 50,000 resources over this period (this does not including anything from before I started caving); the relative amounts of ores are pretty close to vanilla/TMCWv4, but rarer ores are slightly more common due to changes I made to ore distribution (in particular, there are additional ores added which only generate if exposed in caves, particularly diamond, redstone, and amethyst, where this is 25% of the normal generation). I've also already mined 4 times as much ruby ore as I did over 222 days of caving in TMCWv4, where I only found one relatively small Rocky Mountains (plus a "failed" biome which was smaller than many sub-biomes, which can happen between climate zone or land-ocean transitions) and this was the only "common" biome with ruby; I also doubled the number of veins per chunk (I initially added it as a fun thing to find, with a block as the only use; in TMCWv4.5 I added the ability for rubies to reduce the prior work penalty, making it much more valuable):
Some of the underground features I've found for the first time include a "double dungeon", a variant of dungeon with 2 spawners, each spawning a different type of mob, and 2-3 chests; in this case, skeletons and endermen, the latter of which are more dangerous as they will become hostile if the player comes within 8 blocks (as with looking at them wearing a pumpkin will prevent this); of course, they still have the weakens of 2 block high spaces; I got it under control by mining around the top and placing torches:
Also, one of the chests had some quite interesting loot - two eyes of ender, which have a 10% chance in place of ender pearls (stacks of 1 instead of 1-4); this makes it possible, as in vanilla 1.6.4, to find a stronghold and even get to the End without going to the Nether, but it would be quite difficult to find enough (these are the only ones I've found so far out of 33 normal dungeons and 1 double dungeon, of which an average of 1/11 or 3 spawners will have endermen, though I've found closer to 5):
Next I found a "spiral cave system", consisting of caves which form spirals of various pitch/diameters; while each individual cave forms a perfectly regular spiral they will intersect each other differently at each turn, giving the cave system more variety overall:
Notably, these were based on caves in "Triple Height Terrain", a mod I made in late 2013/early 2014, before TMCW; in this mod they were used to ensure that cave systems were vertically connected due to the ground depth (192 layers) and were the only caves that could appear on the surface.
After that I saw a zombie in full amethyst armor, the third such mob in either diamond or amethyst with the latter being 3 times rarer, but still more common than diamond armor in vanilla at maximum regional difficulty; speaking of which, I've spent more than 100 hours in this world, which means that the difficulty factor is now at its maximum and will remain there forever (moon phase still controls a few things like slime spawning in swamps).
I also saw a unique mob - an Autumnal Creeper, which exclusively spawn within Autumnal Forest, where their color blends in better, other than that, they have the same behavior as regular creepers and may drop a ruby as a rare drop, making it renewable (they were pretty much taken directly from the suggestion I based Autumnal Forest on, including the texture itself):
Notably, I also found another enchanted golden apple, the second one so far out of around 55 dungeon chests (based on the averages per dungeon, they can also be found much less often in mineshaft chests), while on average one can be found every 122 chests (the chance of two is slightly less than twice this as multiple can be found in one chest). Here is a list of the probabilities of golden apples, enchanted books, and amethyst horse armor for all structures, as well as vanilla dungeons:
1.5.2 dungeon
Chance of a golden apple per chest is 0.59775%; average number per chest is 0.0059932
Chance of an enchanted book per chest is 46.57341%; average number per chest is 0.6011461
Average number of items per chest is 5.7796187
1.6.4 dungeon
Chance of a golden apple per chest is 5.7052%; average number per chest is 0.0585133
Chance of an enchanted book per chest is 5.70177%; average number per chest is 0.0585162
Average number of items per chest is 7.036046
TMCW dungeon
Chance of a golden apple per chest is 7.11163%; average number per chest is 0.0736319
Chance of a notch apple per chest is 0.81815%; average number per chest is 0.0082139
Chance of an enchanted book per chest is 19.73804%; average number per chest is 0.2184548
Chance of amethyst horse armor per chest is 2.6941%; average number per chest is 0.0272964
Average number of items per chest is 8.133591
TMCW mineshaft
Chance of a golden apple per chest is 1.66921%; average number per chest is 0.01682
Chance of a notch apple per chest is 0.18537%; average number per chest is 0.0018554
Chance of an enchanted book per chest is 3.64918%; average number per chest is 0.0371156
Chance of amethyst horse armor per chest is 0.46261%; average number per chest is 0.0046355
Average number of items per chest is 4.815632
TMCW nether dungeon
Chance of a golden apple per chest is 8.9778%; average number per chest is 0.093487
Chance of a notch apple per chest is 1.03483%; average number per chest is 0.0103977
Chance of an enchanted book per chest is 18.99545%; average number per chest is 0.2078465
Chance of amethyst horse armor per chest is 3.41074%; average number per chest is 0.034632
Average number of items per chest is 7.0364385
TMCW temple
Chance of a golden apple per chest is 9.44188%; average number per chest is 0.0991587
Chance of a notch apple per chest is 1.09374%; average number per chest is 0.0109998
Chance of an enchanted book per chest is 16.16486%; average number per chest is 0.1762921
Chance of amethyst horse armor per chest is 2.17815%; average number per chest is 0.0220282
Average number of items per chest is 6.062356
TMCW quartz pyramid
Chance of a golden apple per chest is 12.32231%; average number per chest is 0.1310438
Chance of a notch apple per chest is 1.44206%; average number per chest is 0.0145125
Chance of an enchanted book per chest is 29.78047%; average number per chest is 0.3500624
Chance of amethyst horse armor per chest is 2.87401%; average number per chest is 0.029134
Average number of items per chest is 8.132911
For comparison, in the latest vanilla version the chance of an enchanted golden apple in a dungeon chest is about 3.1%, or about 4 times more common, and more than half as common as normal golden apples in 1.6.4, 5.7% (which were even rarer in 1.5.2, just 0.6%). I also included enchanted books since this can give the probability of finding a particular enchantment; with an average of about 0.218 per dungeon chest and 27 different enchantments an average of 123.6 chests need to be searched to find a particular enchantment, including Smelting and Vein Miner, which can only be found in loot chests (maybe this is too rare, I did consider making them easier to find in some way; that said, I can still expect to find 5-6 of each if I find as many dungeons as I did in TMCWv4, plus more from other structures. This still means around 150 hours of caving per book, and Vein Miner can only be found at level 1). Another rare item is amethyst horse armor, with a 2.7% probability of being found in a dungeon chest (an average of 37 chests, which is less than I've found but I haven't found it so far).
I then found the largest cave that I've found so far in this world, with a volume of about 75,000 blocks, which is still small as far as these caves go, but larger than their average size (as an example, a 262,144 chunk area of a random seed had a total of 484 caves with a volume of at least 25,000; 160 had a volume of at least 75,000; 48 had a volume of at least 225,000 (another factor of 3 in size); and the largest had a volume of 655,000):
After that I came across a "vertical cave system", where all the caves go up/down at relatively steep and twisting angles; these screenshots are from the intersection of several of the larger caves, of which there are a total of 50-60 in various sizes and start/end points:
I then came across what has so far turned out to be a triple intersecting mineshaft complex, a rather unusual find given that mineshafts are spaced out, however, unlike vanilla the overlapping areas have been very small - in fact, I only recognized one because the wood type of the supports changed from spruce to jungle, and they only touched at the very ends without any actual overlap:
Also, this is the central room of one of the mineshafts in a large cave (part of which is also shown); as noted before, all parts generate wooden platforms over air and the only places they will be disrupted is where they caught fire:
One of the mineshafts, as well as another large cave, intersected a "jungle cave", a special cave structure which generates as an irregular room lined with cobblestone and filled with jungle vegetation which can be found under jungles and tropical swamps; both biomes also have random patches of grass on cave floors (tall grass/ferns are of a variant known as "cave grass", which can survive in the dark, unlike normal grass/ferns):
The part of the right side is a skylight which leads to the surface from the middle of a jungle cave, though about half of this cave had been overwritten by another cave (or more accurately, jungle caves do not overwrite air but the effect is the same, much as strongholds are commonly perceived to be overwritten by caves but they are just coded to not generate walls over air, while the interior parts remain intact):
Here is a list of everything that I've found so far:
Play sessions spent caving: 15
Structures/caves found (by number):
33 normal dungeons
22 ravines
8 vertical pit caves
6 large caves (volume >= 25000)
5 mineshafts
3 large cave systems (the sort of swiss cheese cave found prior to 1.7)
3 maze cave clusters
3 random cave clusters
2 large ravines (volume >= 25000)
2 ribbed tunnel cave clusters
2 spiral cave systems
1 circular room cave cluster
1 double dungeon
1 fossil
1 jungle cave
1 stronghold (with eye of ender)
1 toroidal cave
1 vertical cave cluster
1 vertical cave system
1 village (1 Meadow)
(98 individual structures/caves)
I found two of the rarest and most valuable items in the game (TMCW) - amethyst horse armor and an enchanted book with Smelting, both of which can only be found in loot chests:
Similar to player/mob armor amethyst horse armor is an upgrade from diamond, offering 14 armor points for 56% damage reduction (unlike player armor I did not nerf lower tiers, diamond is still 11 points or 44%), which is still less than full iron player armor in vanilla or full diamond player armor in TMCW (both 60%; for players only each armor point is 3.33% damage reduction instead of 4% and diamond armor has 18 armor points instead of 20). All types of horse armor can also be enchanted with Protection enchantments for additional protection (with Protection IV and Feather Falling IV amethyst horse armor reduced general damage by 62.6% and fall damage by 37.5%; the latter is less effective than on player armor due to horses already having 50% resistance to fall damage, which effectively increases the total reduction to 68.75%). It also has 4 armor toughness against axes, the only damage source that has an armor penetration effect (besides sources that simply ignore it, like Poison), twice that of player armor due to only having one piece (in practice this has no meaning in singleplayer since zombies, the only mob that naturally spawns with or picks up axes, only attack players or mobs that can attack them).
Smelting causes iron and gold ores to drop ingots without needing to smelt them in a furnace, or manage multiple variants of ore blocks when exploring within multiple biomes with different biome-specific variants, as well as enabling Fortune to work on iron and gold, though it isn't a requirement since you can also use hammers to obtain raw iron and gold but they aren't as effective (average of 1.6 drops with Fortune III compared to 2.2 with Smelting).
I've considered using it on my main pickaxe, though this means I'd need to make a new one without Mending and use rubies to periodically lower the prior work penalty, which could be a good way to utilize both of these new mechanics (rubies lowering the penalty was added in TMCWv4.5 but I never used it); the repair cost of an amethyst pickaxe with Efficiency V, Unbreaking III, Smelting is the same as one with Mending instead, 43 levels, and increases by 2 per repair with each ruby reducing it by 6 levels for 3 repairs for 43, 45, and 47 levels per ruby, which itself costs 23 levels. While the overall cost is higher you get more XP per ore from Smelting, 1.5 (1-2) for iron and 3 (2-4) for gold, which are based off of the XP values for other ores and their relative abundances. The alternative, omitting Unbreaking instead, is not viable due to the need to repair it 4 times more often, both in terms of XP and resources (I'd have to spend nearly twice as much XP as I get while caving) so I'd spend about 4 times more XP). This also means that I'd return to the Nether to mine more quartz, something that I've only done in my first world when I built a secondary base out of quartz and needed more (otherwise, I've never went back to either the Nether or the End).
I also found a Luck of the Sea III book, which can only be put on a fishing rod with a book as I did not make them enchantable, and is required to catch any treasure at all (unlike 1.7, where it only increase the chance; one reason I did this was to nerf AFK fishing farms, which are nerfed already due to the fact that Mending can't automatically repair items, but you could still use cheap unenchanted fishing rods, which are cheap). Unlike Smelting you can also get LotS by enchanting books on the table or from trading (Mending is in between as it can be obtained by trading but not from the table):
To put the chances of finding these into perspective, there are an average of 0.2184548 enchanted books per dungeon chest and 27 enchantments, meaning that on average you need to find about 124 chests to find a particular enchantment, and about 73 dungeons based on an average of about 1.7 chests per dungeon (including "double dungeons"). The chance of a mineshaft chest is much lower (0.0371156 books per chest / 727 per enchantment, and about 145 mineshafts, which average about 5 chests).
I also found the second "double dungeon" that I've found so far, with zombies and spiders; compared to the first one it didn't spawn that many mobs until I lit it up:
I found these while exploring a massive mineshaft which will easily be the largest single mineshaft that I've ever explored, with over 750 rails collected so far, nearly as many as the largest mineshaft I found in TMCWv4:
Notably, the largest known mineshaft in TMCW is at -3864 56 in the seed "TMCWv45" in TMCWv4 / TMCWv4.5 and contains 724 structure pieces and was analyzed to have 1,638 rails, 21 chests, 16 spawners, and 7,225 blocks of corridors (4 fences per 5 block segment), plus additional length from crossings and stairways, based on an analysis in a Superflat world (the actual number of rails collected in an normal world (or with decorations) will be less since liquid springs destroy some of them; the best measure of size is the number of structure pieces but I didn't add this to CaveFinder until later on so I used rails while playing on TMCWv4, and there is a high correlation between the size and number of rails):
Corridor length = fences / 4 * 5 = 7225 blocks
Size: 213 x 223 x 37 blocks
A mineshaft this large is also truly exceptional; an analysis of half a million mineshafts in TMCWv5, which has a higher chance of larger sizes, failed to find any as large; also shown is data for vanilla 1.6.4 (the similar average sizes do not reflect the differences in size distribution; vanilla is much more tightly centered around the average even when just comparing "small" mineshafts in TMCW. The lower chance in TMCW, about 55% of vanilla, is due to the exclusion from regions of higher cave density and special cave systems, the base chance is otherwise about the same. 1.7 and later (up to at least 1.17) have a chance of 0.004):
Vanilla 1.6.4*:
Found 500000 mineshafts (chance: 0.0099865766)
Average size: 127.01622; range: 4-441
*with a fix for mineshafts that have no corridors (only the central room), which affects about 1 in 500 mineshafts
For comparison, the largest mineshaft I found while playing on TMCWv4 (using that as the seed) had 336 structure pieces and 757 rails; I have a lot less data for my first world but the largest mineshaft I found on my last play streak had 185 structure pieces and 412 rails, since the majority of mineshafts in vanilla 1.6.4 are part of much larger complexes, some with a dozen individual mineshafts (my all-time record for the most rails collected in one day is over a thousand each on two consecutive days while exploring such a complex).
I've also found two more biomes; Mega Mixed Forest and Mesa, bringing the total up to 17, mostly within a single level 3 map (only 1024x1024 blocks). Mega Mixed Forest contains all the largest trees in TMCW; big oak (2x2), vanilla Mega Taiga (2x2 spruce), TMCW Mega Taiga (3x3 spruce), 2x2 jungle (without vines), big birch (2x2), Mega Tree (2x2), as well as smaller 1x1 variants:
Next to it is a Mega Tree Plains, with isolated Mega Trees, which as shown can reach the clouds from sea level (up to 64 blocks tall):
I haven't actually seen the mesa yet, other than on the map and small parts of the mineshaft that went into it (the stained clay layers go all the way down to bedrock with ores based on hardened clay); they can also contain a new variant of mineshaft, much like the ones added in 1.10; unlike 1.10 gold ore actually generates as part of their structure so it cannot be found anywhere else above the normal range deeper down, and they only generate pieces that have at least some obstruction to the sky, ignoring wood and transparent blocks (overall mineshaft generation was also broken in 1.10 due to a poor application of the exposure check, which I only apply to mesa surface mineshafts, and only in non-Superflat worlds; if you use the default preset and set the biome to mesa and add mineshafts both types fully generate floating in the air), and these are in addition to normal mineshafts deeper down (unaffected by the biome).
I took a screenshot of what it looks like outside my base every night/morning, with dozens of zombies accumulating in an attempt to reach the villagers inside (this is normal for 1.6, as shown in this Imgur album somebody else posted):
This behavior also led to an interesting experience I had while exploring a spiral cave system I'd previously missed in an area I'd otherwise fully explored (I came across a surface opening while coming back from another area and as I do when I've explored everything in the area I went down it; at first I thought it was fully isolated but I found a cave that led to the top of a ravine I'd explored before, which was hard to see from below). Due to the mob cap being concentrated within the cave system there were rentless waves of mobs, with about 450 mobs killed by the time I finished exploring it, and 629 for the day, the most in a single session so far in this world but far from any records (in TMCWv4 I killed 796 mobs while exploring a giant cave).
Here is an underground rendering and an in-game surface map of what I've explored so far; the huge mineshaft that I'm exploring is near the lower-right, extending into a mesa biome:
There is also a dark green forested biome to the south of my location which I suspect to be a Roofed Forest (dark oak leaves appear as darker green with little or no gaps), which can have woodland mansions, based on my own design and vastly more common than in vanilla; in fact, their grid size is only 14x14 chunks, compared to 80x80 in vanilla, which is 32.6 times the area per mansion. However, my mansions do have a failure rate of about 80% due to unsuitable terrain (too hilly; in vanilla you can find stuff like this) with an estimated frequency of one every 51,000 chunks (3600x3600 blocks) of land when factoring in the abundance of Roofed Forest, which is only about 1.9% of land despite being a "common" biome, and makes them the rarest structure by far (about 5 times rarer than desert temples, the most common "temple/scattered feature" structure. The most common structure per unit area of their respective biomes are jungle temples, at 2.56 times more common than in vanilla (based on a 32x32 chunk grid and 100% pass rate), with mansions around 1 and others ranging from 1.7-2.1. I have not found any surface structures other than a village, which themselves are about 2 times more common per spawn biome).
I collected a total of 1,047 rails from the mineshaft that I found yesterday - surpassing the previous record (757 rails) by 38%; I analyzed the mineshaft and it had 351 structure pieces according to CaveFinder, while MCEdit found 1,142 rails when I analyzed the mineshaft in a Superflat world (some will be washed away and I do occasionally miss areas, and I usually don't collect the ones under minecarts):
Size: 190 x 212 x 32 blocks
Corridor length: 4035 blocks (fences / 4 * 5)
I also found another "double dungeon" in the mineshaft, this one with witches and spiders; the walls include "compressed cobblestone", made with 4 cobblestone and using a slightly modified version of the cobblestone texture from before Beta 1.7 (comparison here):
After I finished exploring the mineshaft I started exploring into the mesa biome, which contains several new features in TMCWv5; as with other such biomes biome-specific blocks extend all the way down to bedrock with matching variants of ores (only based on regular hardened clay), with dirt and gravel replaced with a red variant of clay (the normal kind found underwater) and iron ore generating up to y=96, while mobs include red husks, red rabbits, and red silverfish, some of which are shown here:
As mentioned before, I plan to enchant a pickaxe with Efficiency V, Smelting, Unbreaking III before I continue caving (I returned to my base after I filled up my ender chest); another benefit that I did not mention before is that I no longer need to handle multiple variants of iron and gold while exploring between biomes with different underground blocks (stone, sandstone, and hardened clay around mesas), but you could also get around this by using a hammer, which causes all variants to drop the same "raw metal" item.
I've now been caving for 30 days, with renderings from every day saved and combined into a 30 day animation, the longest such animation that I've done together with one I made while playing on TMCWv4 (making longer ones may pose issues due to the filesize; even Imgur wants to display this as a video but adding .gif to the URL still gives the actual image):
Here is a full-size version of the final frame as well as a rendering of the surface with unexplored chunks trimmed away (I used this tool to delete chunks without torches within 1 chunk) and an in-game map; even after this time I still haven't fully explored a single level 3 map (1024x1024 blocks) but I've found a tremendous variety in world generation within this relatively small area (as I've often pointed out, if I played in 1.7+ I'd probably only ever find a few relatively similar biomes unless I got lucky or used a specific seed):
Over this period I mined more than 100,000 ores and other "resource" blocks, which may sound extreme but I've been collecting this much for nearly as long as I've been playing with millions of resources accumulated in my first world alone:
Note that this only includes the days I spent caving, which amounts to about 2/3 of the total time I've spent on this world (30 out of 47 sessions), all of which are shown on this graph:
The interruption on Day 38 was due to returning to the Nether so I could make a new pickaxe with the Smelting book I found earlier (I've since found another one); this also shows just how much XP I may spend to enchant a single item, mostly in order to get a book with Unbreaking III (in retrospect it is probably a lot better to get a villager that sells it), and the resulting item was too expensive to repair even once until I used a ruby to lower the prior work penalty, which was 10 (5 workings, mostly due to combining 4 Efficiency III books to get Efficiency V); otherwise, I've been repairing it 3 times, then using a ruby to lower the penalty by 6 levels/3 workings before repairing it 3 more times, etc (each repair costs 43,45,47 levels, then a ruby costs 21 levels for an average of 2633 XP per repair, compared to 2177 XP per repair of my previous pickaxe, which always costs 43 levels due to Mending. This increased cost is made up for by the increased XP from iron and gold, amounting to 608 additional XP per day based on the 30 day average, and otherwise I get enough XP to repair it more than twice as often as needed):
Imagine not being able to repair items even once, which would have been the situation prior to 1.8 if renaming hadn't kept the cost from increasing - ironically, this "feature" was actually seen to be a bug (it seems like they wanted it to work as a one-time cost reduction, not permanently) but Mojang obviously knew that if they fixed it many people would be very upset due to the insane costs of trying to use any reasonably enchanted gear (then again, before anvils were added they couldn't be repaired at all and cost far more XP to make. Conversely, many people feel that the current vanilla implementation of Mending is too cheap, in particular, there is no penalty for more highly enchanted items, such as a higher/too expensive repair cost, as my implementation does, alternatively, you have to put in extra effort to use rubies as shown here, and even those will fail on very highly enchanted items, such as a maxed-out sword):
Note that the cost of a ruby is calculated as priorWorkReduction + enchantmentCount * 3 + priorWork for amethyst items (diamond multiplies enchantmentCount by 2 and other items by 1), thus a cost of 25 levels means that priorWork was 10 and the cost of the attempted repair above was 53 levels (the base cost is 43 levels, the same as if Smelting were replaced with Mending). priorWorkReduction is 6 for a priorWork of 6 or higher, otherwise it is the same as priorWork (using two rubies would have cost 38 levels, or 6 + 4 + 3 * 3 * 2 + 10; the enchantmentCount is multiplied by the number of rubies):
One ruby still leaves a penalty of 4 but I didn't use another one until I'd repaired it once to take full advantage of it, after which I've gone through a cycle of 3 repairs per ruby:
Notably, I found a biome that I've never found before despite being added to the first version of TMCW, nearly 8 years ago, and exploring on the order of 100,000 chunks across 4 previous worlds - Ice Hills, a sub-biome of Ice Plains which appears as a hill covered with ice with packed ice below, and less commonly, a full-size biome, with an overall frequency of about 0.4% of land, which is actually not so rare (Extreme Savanna Mountains is about as common and I found 3 of them in TMCWv4 and one in this world, and since it often generates within a larger, more common biome the frequency of its parent biome is more closely related to how hard it is to find):
Below the Ice Hills, as also shown above, was a huge complex of intersecting caves and ravines which went all the way from the surface down to lava level, with either visible from the other:
I also explored most of the mesa biome I'd found earlier, which had several Mesa Plateau Forest biomes, a new biome I added based on what was called Mesa Plateau F in 1.7 (for whatever reason they simply used letters to denote variations of biomes in 1.7; Savanna M corresponds to Savanna Mountains IN TMCW, though technically M stood for Mutated in the code, or at least that's what MCP used to describe such biomes), and another huge mineshaft with 740 rails and 324 structure pieces only 200 blocks to the west of the previous one (so far, mineshafts in this world have been much larger than average, averaging 410 rails compared to an average of about 300 per mineshaft in TMCWv4 and vanilla; while they vary more in size in TMCW the average size is about the same as vanilla):
In the distance is a Roofed Forest, as I suspected from the appearance on the map:
The wood type isn't the only part of a mineshaft that varies with the biome; the floor of the central room may also include biome-specific blocks. I did not find one but mesas also have mineshafts above sea level which are smaller than normal mineshafts and are made out of spruce wood and contain gold ore as part of the structure (it cannot be found anywhere else above the normal layers deeper down; conversely, iron ore generates everywhere above sea level in the same concentration as below):
Here are more screenshots I took of various terrain and other things:
The peak of the second Rocky Mountains biome; the first one reached y=157:
A double dungeon with skeleton and zombie spawners:
A couple brown bears, one of three variants in TMCW (brown, polar, and black); as in vanilla they will become hostile if you get too close to them and there is a baby bear but they long since grew up (black bears, which spawn in Autumnal Forest, are always hostile and never spawn as babies):
A zombie in diamond armor; note that I took two screenshots so the second one shows the time since I have found two in a single day before:
Another zombie (or husk) in amethyst armor, which dropped its chestplate:
A relatively mild Forest Mountains biome, in sharp contrast to the one I found on the way to the stronghold which reached y=189:
A double cave spider spawner; of interest, this is an intentional feature which replaces a world generation glitch which occurred in versions without structure saving (prior to 1.6.4 or my modded versions, which disable it for mineshafts to get around MC-33134) when a cave spider spawner corridor was generated across multiple sessions (the game places a spawner in the first part to be generated and unless whether it was placed is saved it may place another spawner the next time the world is loaded and the rest of the corridor is generated. Even with structure saving the position of the spawner depends on the order chunks were generated in, which does not occur in TMCW as the location is defined within the structure map, not during chunk population):
A Birch Forest, with Birch Forest Hills with tall birches near the center (unlike vanilla's Birch Forest Hills M this is not a separate biome, there is a 1/3 chance of a 2x2 chunk region of Birch Forest Hills having taller trees), and a Poplar Grove sub-biome near the right side; some of the trees may also include larger variants, including rare 2x2 trees:
During one recent play session I killed a total of 767 mobs while exploring into an area that had been mostly explored around it:
Another Roofed Forest and an interesting looking large cave opening (I haven't explored it yet as it is off the edge of the current map):
A large cave I just found but haven't explored yet:
Also, I've been testing an interesting change to game mechanics (this has not been publicly released yet) - splitting the hostile mob cap into separate "cave" and "surface" caps, similar to how Bedrock Edition works, but without the absolutely dismal spawn rates and mob caps it has (a 11/2000 chance of spawning mobs per chunk per tick compared to a 1/4 chance in TMCW and 1/1 chance in vanilla (the difference between TMCW and vanilla is not noticeable outside of mob farms); and cave/surface mob caps of only 8(!) instead of 70, all in the name of performance when Bedrock should be able to handle far more than Java).
In particular, I increased the overall hostile mob cap to 105 with the cave/surface caps set to 70, the original mob cap, and the game always tries to keep the cave cap full so at night there are about 35 mobs on the surface, rising to up to 70 if the cave cap can't be kept full. This replicates the situation of disabling the day/night cycle with the time always being day, which I've done before to force mobs to always spawn underground; for comparison, in vanilla about 2/3 of the mob cap spawns on the surface at night, significantly reducing the number of mobs underground:
Vanilla 1.6.4, modified to show the number of "surface"/"cave" mobs; one thing to note is that the mob cap is actually 79 due to an error in the calculation, which was fixed in a later vanilla version (they divide the number of spawning chunks by 256 instead of 289). The "All" value of 50 also indicates that a significant percentage of mobs are so far away that the server isn't sending them to the client (80 blocks for most entities; "mob counts" is server-side):
TMCW with the new changes in effect:
For comparison, this is a Superflat world with no caves; the surface cap is completely full while the cave cap is completely empty; you can also see that virtually all server-side entities are also on the client (E: 83, only 3 less than mob counts), indicating that they are within 80 blocks of the player (the example above is skewed by passive mobs spawned during world generation):
This shows how mobs are counted towards the caps; if a mob is below sea level (the top of the highest non-air layer in Superflat) or the sky light level is 0 it is counted towards the cave cap, surface otherwise:
Also, while the average of 35 surface mobs is less than in vanilla I still killed 76 mobs within the 8 minute duration of a potion of Night Vision, and with minimal time in the world (the follow range of zombies increases from 30 as time progresses, up to 60 on Normal and 75 on Hard, compared to a randomized difficulty-independent 40-100 in vanilla, so they will become a greater proportion of mobs encountered). This is because mobs spawn closer to the player; assuming a flat surface the difference in density is (128^2 - 24^2) / (96^2 - 16^2) = 1.76, or the equivalent of 62 mobs. Also, mobs start spawning faster as night falls since mobs in caves don't need to despawn:
One reason for this change is because I've noticed that there have been less mobs than expected; in TMCWv4 I averaged 438 mobs per play session over a 30 day period (mentioned at the beginning), compared to 365 so far in this world; this may already seem like a lot, and is compared to the average of 337 per session over a 4 month period in my first world, but fighting mobs is one of the things I find fun about caving. The most likely explanation is a higher volume of caves, which average more than double the volume of vanilla 1.6.4 and 42% more volume than TMCWv4 and even exceeds the volume in Double Height Terrain (128 blocks deep), if not necessarily having that much more surface area, which is what affects mob density:
A 6144x6144 map of the seed "6511199847387183207" in TMCWv5; the total air volume within this area was 233 million blocks, of which "special" caves, shown separately below, took up 146 million, and of this about 13 million was within 8 giant cave regions (one partly cut off) and 1.1 million within the largest single cave, a bit to the north of center. For comparison, the average volume within such an area in vanilla 1.6.4 is about 103 million blocks (this is greater than the average volume of "normal" caves, as well as mineshafts, in TMCWv5, about 87 million without accounting for overlap):
I still haven't found any extremely large caves yet (the largest sizes only generate more than 512 blocks from the origin, which covers much of the current map) but have found more than I did over the same time in TMCWv4:
Structures/caves found (by number):
65 normal dungeons
40 ravines
16 vertical pit caves
13 mineshafts
9 large caves (volume >= 25000)
6 large cave systems (the sort of swiss cheese cave found prior to 1.7)
5 double dungeons
5 maze cave clusters
4 large ravines (volume >= 25000)
4 random cave clusters
4 ribbed tunnel cave clusters
4 spiral cave systems
3 circular room cave clusters
3 ravine cave clusters
3 toroidal caves
2 ravine cave systems
2 vertical cave systems
1 CRM combination cave system
1 fossil
1 jungle cave
1 maze cave system
1 random cave system
1 stronghold (with eye of ender)
1 vertical cave cluster
1 village (1 Meadow)
1 zigzag cave cluster
1 zigzag cave system
(198 individual structures/caves)
I've mainly spent the last few days building up farms and collecting emeralds and breeding villagers in the hopes of getting a librarian that offers Mending
Probably you know this already, but if you have a villager you've never traded with, you can isolate him, and repeatedly place a lectern and destroy it until a mending trade shows up since mending is a treasure enchantment but can still be selected for a novice Librarian.
Probably you know this already, but if you have a villager you've never traded with, you can isolate him, and repeatedly place a lectern and destroy it until a mending trade shows up since mending is a treasure enchantment but can still be selected for a novice Librarian.
That only works in 1.14 or later; despite having features similar to ones found in newer versions TMCW is based on 1.6.4, including many of the same mechanics - a villager was born into a randomly chosen profession and that was it, nor did blocks like lecterns exist and while I've added some 1.14+ blocks like barrels and composters they have no role in villager mechanics, which have only been slightly changed by adding some new trades (e.g. carrots, potatoes) and changing some others (e.g. eyes of ender to ender pearls, more expensive diamond gear) and fixing bugs (it was easier to get Mending in TMCWv4 in part because villagers could change existing enchanted book offers if they rolled a cheaper trade and I had not increased the cost so it could cost as little as 5 emeralds).
Likewise, my version of Mending is only similar to 1.9's in name and allowing you to indefinitely repair an item - instead of directly repairing items with XP you pick up it stops the prior work penalty from increasing when you repair the item in the anvil, much as renaming does in vanilla 1.6.4. Amethyst has no relation whatsoever to the material in current vanilla versions, nor is its position as a tier beyond diamond, or the nerfing of lower tiers (amethyst and netherite deal the same damage as diamond did before 1.9) in any way related to netherite (I added it in TMCWv2, released in 2014, with no changes since then aside from slight adjustments to armor protection values); TMCW's stalagmites and stalactites are completely unrelated to vanilla's dripstone (TMCWv5 was not released until early this year but I'd actually added them back in 2018); many world generation changes, like more varied terrain, better mountains/rivers/beaches, and of course the underground are all totally unrelated (my first mods that increased the size and variation of caves date back to late 2013, I even made "double/triple height terrain" mods that made the ground 2-3x deeper back then, much like 1.18 did, but decided that a more horizontally oriented underground was better), and so on.
A lot of that was due to a single large cave, with 370 mobs killed by the time I finished lighting it up; this was the first thing I explored so all the statistics are from the cave, which yielded 492 ores - when considering my average ores mined/mob kills ratio and ores mined/time it is simply not worth exploring one of these caves for the resources and I have to wonder what Mojang did in 1.18 to warrant reducing ore exposure - even without the recent changes I made to mob spawning I've killed as many as 600 mobs within a single cave and 834 mobs isn't even a record, and even with vanilla mob spawning I've killed as many as 648 mobs (both of these cases were under an ocean, with similar results as my recent spawning changes as there were no surface spawns; the overall rates were lower though since I spent more time playing), and making mobs only spawn in complete darkness wouldn't have much of an effect since even in TMCW they can't spawn less than 16 blocks away, 24 in vanilla (I did lower the threshold from 7 to 5 to match cave maps, which show 6 and higher):
Also, I found another biome for the first time ever, Ice Plains Spikes, which was added back in TMCWv3; similar to Ice Hills it is most commonly found as a sub-biome within Ice Plains while a full-size variant can also be found; there is also an extremely large cave below it, so large the far end went out of render distance, which will certainly make it the largest cave I've found by far (similar caves in TMCWv4 had volumes of over 200,000 blocks), I have not explored it yet since it is off the eastern edge of the map so I haven't analyzed it to see how large it is (I generally don't explore past the edge of the current map unless the cave/ravine/mineshaft I'm exploring started within it):
The entire area around the caves was within a region of increased vanilla cave width with the majority of caves being like the ones shown here; I thought the densest area was a "large cave cave system" but it just turned out to be a larger vanilla-style cave (most normal caves are based on the same size/chance parameters as vanilla 1.6.4 but have various factors changed to vary width, length, curviness, and more):
This is the same ravine that was shown intersecting the huge cave in the previous spoiler, the second time recently that I've found caves exposing low-level lava to the surface (I've never found such an occurrence in my first world, with around 120,000 chunks explored, unless you count cave-ins below the seafloor):
Continuing the trend for this world, there was also yet another huge mineshaft within the area, the second largest one I've found so far and the third with more than 300 structure pieces:
Largest mineshafts:
-328 344 (size: 351), 1047 rails
360 120 (size: 332), 898 rails
-536 360 (size: 324), 740 rails
24 -216 (size: 289), ~600 rails (merged with two other mineshafts so hard to tell)
-200 -184 (size: 212), 542 rails
For comparison, each of 3 other seeds had 3-6 such large mineshafts within a 1536 block radius of 0,0, an area about 10 times larger than what I've explored so far, and only one was within that area (within or just outside of 512 blocks of 0,0):
I had a run-in with a new mob; Black Bear, an always-hostile variant which spawns in Autumnal Forest, there are also Polar Bears that spawn in snowy biomes so I may see one in the Ice plains Spikes and surrounding Ice Plains (I didn't see any in the first Ice Plains I found):
I also saw a skeleton in diamond armor for the first time in this world; while they have the same armor chances as zombies they are much rarer since they don't have the pathfinding range that zombies have (this is the only reason why zombies are much more common, they have the same spawn probabilities as skeletons, creepers, and spiders, the latter made rarer due to requiring a 3x3 area):
Also, this is a slice of the world at layer 21 in Minutor, where many of the largest caves stand out (their starting altitude is always between 15-39):
I also analyzed the trimmed world in MCEdit, minus the area around the stronghold (this is technically not something I explored while caving); the number of "future blocks" stands out, as do the number of variants, with a total of 446 different blocks in this world, most of which are I added, many of the vanilla blocks listed are not the same either (e.g. "redstone torch (off)" are either "dim torches" (DVs 0-7, which replace the actual redstone torches that previously generated in mineshafts) or "fake torches" (DV 8-15, which appear identical to real torches (ID 50) but do not appear on cave maps or MCMap renderings. Actual redstone torches now use the ID used by the "on" state for both "off" and "on" states, as do many other blocks that formerly used separate blocks for different states, such as redstone lamps, pumpkins/jack-o-lanterns, and furnaces):
The complexity of TMCWv5 can also be seen in the size on disk; the largest region files exceed 8 MB and average larger than even TripleHeightTerrain, despite the latter having 3 times the ground depth, which is due to the much more complex nature of chunks (even just lighting up caves has a noticeable impact due to the much more complex lightmap data being harder to compress, thus this is not representative of a "fresh" world, or one that hasn't had the extensive cave exploration that I do):
After spending a couple days exploring the remaining explorable parts of the map centered at 0,0 (a couple areas in the northeast and southeast are still unexplored as I found no caves leading into those areas) I've started exploring the massive cave I found earlier, which is easily the largest single cave that I've ever explored in any world - it is so massive that that the part I've explored so far can't be seen from the surface opening that was my first view of the cave, and likewise, from where I've been exploring only the very edge of a giant lava sea can be seen - and even from the edge of that area the far end still fades away into the distance:
This was taken from the edge of the mineshaft shown in the spoiler below; in the distance you can make out the edge of the lava sea that is shown below:
Note that the sunlight on the left side is from a different surface opening than the one from which I first saw the cave:
The huge mushrooms near the left side may be the ones just visible in the far distance (near top-center) in this screenshot I took when I first found the cave; I revisited it later but couldn't see any light from the part I've explored so far:
There was also most of a mineshaft suspended in the cave, giving you an idea of just how large it is, especially given that mineshafts can't generate within 6 chunks of the start of the largest caves (in this case, the intersection of 3 or 4 main tunnels, which may or may not be distinctly separated, in this cave them seem to be as one screenshot shows what looks like a triple intersection), yet the central room was entirely within the cave:
Mineshafts no longer generate like this in newer versions (since 1.10 to at least 1.16/17) but I think it makes for some interesting exploration and even made them generate more intact by adding platforms below staircases and the central room, and around the sides of the second floor of crossings:
For comparison, this was the largest single cave I found in TMCWv4, with a volume of 252,000 blocks; I say "single cave" since the largest underground feature I found, a giant cave region, had a volume of 1.26 million blocks, which is larger than the largest known single cave, about 1.1 million:
I've found three more biomes, bringing the total up to 27 - including yet another biome that I never found before despite being added in TMCWv1, TMCW Mega Taiga, which has huge 3x3 spruce trees up to 40 blocks tall and with up to 500 wood; this is also the first time I've found a full-size Frozen Lake biome, which can also be found as smaller sub-biomes within snowy biomes in a similar manner as Lake:
Winter Taiga (originally just Taiga in vanilla):
Frozen Lake, with numerous polar bears, which can uniquely spawn on ice; in the distance is a Winter Forest, which I'd previously found when I found a stronghold (a different biome to the north, this is one of three biomes that I've found at least twice so far):
TMCW Mega Taiga, my own implementation of Mega Taiga, and originally named just that, before I added the "vanilla" variants from 1.7 with 2x2 trees, podzol, and coarse dirt:
Despite never having found it before* TMCW Mega Taiga is not a rare biome but is is much more common within "cold" climate zones, as appears to exist to and near the east of what I've explored so far, possibly extending as far west as 0,0 since Rocky Mountains (not strictly a "cold" biome) is also more common (unlike 1.7 climate zones are much smaller and less well-defined; they make their respective biomes more common and only exclude the opposite extreme, while all other biomes can be found within them, as well as within "normal" climate areas which are the majority of the world). There may also be a "hot" climate zone to the west, though the presence of Quartz Desert and Mesa may be coincidental (in TMCWv4 I found a lot of cold biomes to the south of spawn but it was normal):
*There is actually a TMCW Mega Taiga in the world I made with TMCWv2 but I never saw it while playing on the world (it is just above the mesa in the top-right):
While I've gone quite far from my base the use of a double chest sized ender chest means I don't have to travel back as often (roughly half as often), giving me less incentive to build a secondary base and railway but I'll eventually make one (in early worlds I used a backpack mod and never made any secondary bases as I had multiple double chests of storage, I also never made any in TMCWv1, the last time I used a double chest ender chest (back then it was just a vanilla ender chest modified to have 54 slots, not a special new block/item) despite exploring well over 1000 blocks away); in particular, since my base is located well to the northwest of 0,0 this gives more incentive to make bases to the east and south than to the north and west.
Here are some other screenshots I took recently:
This is what caves under Ice Plains Spikes look like; the "snow" is actually "Snow Block Biome Stone", which has the mining properties of stone and drops snowballs when mined (or snow blocks with Silk Touch, as with other variants "biome stone" is a technical block and never drops itself, only the block it mimics). The "smoking" block on the right side is "Dry Ice", which deals freezing damage when walked upon, not unlike how magma blocks deal fire damage (as with fire-dealing blocks some mobs, like skeletons, endermen, and polar bears, are immune to dry ice), and if it comes into contact with water it will form ice (flowing water) or packed ice (water sources); this makes it possible to make an ice generator in analogy with cobblestone generators. If it touches lava it will explode and turn it into obsidian or cobblestone; the entire idea for dry ice came from a since-deleted suggestion which was unfortunately never properly archived:
Another unique feature of "ice" biomes is that caves have water instead of lava, which are separated as shown here; there is also no lava anywhere else within the biome (excepting springs that flow into it; the opposite extreme, lava only, is found within Volcanic Wasteland):
I saw two more mobs in diamond/amethyst armor recently, they skeleton dropped down from the huge cave which was directly above while the zombie was in a mineshaft I was exploring in the remaining part of the quartz desert within the first map (I explored a lot of small scattered regions over a day by revisiting old return points). Another skeleton has a diamond sword (skeletons can spawn with a sword instead of a bow; like Wither skeletons they move much faster with baby skeletons having no boost as they are already fast):
A new mob drop which I hadn't gotten yet; hammers are a new tool I added which can "uncraft" many blocks (e.g. cobblestone drops gravel, which in turn drops gravel sand, then sand, thus making it renewable, if with 3 separate steps required. Other blocks, such as chests, drop several of the materials they were made with, with Fortune increasing the yield; a few blocks, like quartz and mineral blocks, do give 100% back. So far I've only used them to mine glowstone in the Nether until I got Silk Touch since they are the effective tool for "glass" based blocks):
A large hill in the Mixed Forest to the west of spawn:
These are a couple renderings I made with CaveFinder of most of the map around 0,0 (this is slightly different from the actual world as it assumes the surface is at y=63, on the other hand, it is much clearer as the color scheme I use gives more contrast than Unmined and there are no lakes); the first one shows all features (except dungeons) while the second only shows "special" caves:
Near the upper-left is the circular room cave system from which I started caving, with my base just to the north; I could have extended my branch-mine much further east without any issues, until reaching the long ravine near top-center (it extends to the eastern edge and just to the south of the spiral cave system to the west of it):
Also, this is a map of the chunk inhabited time, which has no meaning in TMCW (it is not used anywhere except by the vanilla code that increases it), but I left it in; this shows why I think it was a bad idea as even around my base there are still only a few chunks that reach the maximum for regional difficulty of 50 hours or more; another thing to note is that I changed the way chunks are saved so they are only saved if they have actually been modified (vanilla always saves chunks when unloading them even if they haven't been modified, which needless to say quite wasteful), causing the map to look a lot noisier (my first world for comparison; the game does not mark chunks as modified when it updates their inhabited time, thus it may be lost. This also means that this map more accurately reflects the time I've actively been in a chunk, though entities also trigger chunks to be saved):
This is a comparison of the cave to the largest caves I found in TMCWv4, World1 (my first world), and the largest known cave in vanilla 1.6.4, which is just above the threshold for what I consider to be a "large" cave in TMCW - with a volume of over half a million blocks it is more than twice as large as the largest cave in TMCWv4, 22.5 times larger than the largest known cave in vanilla 1.6.4, and 38 times larger than the largest cave I found in my first world - and even then it is still far from the largest known cave in TMCWv5, which has nearly double the volume (the largest known cave in TMCWv4 is slightly smaller than this cave):
For another perspective, this cave is nearly 8 times larger than the second largest cave that I've found so far, and larger than all other caves combined, and is actually even larger than indicated since CaveFinder only measures the volume below sea level and parts of it extend above, as does the terrain (conversely, caves below a body of water can be smaller than measured):
Here is a full size rendering of the underground, with the cave near the far right (circled):
Also, as if this cave wasn't enough when I surfaced at the eastern end to mark a return point I saw this - yet another massive cave (and coincidentally, Ice Plains Spikes), though I don't plan to explore it anytime soon:
In addition, I got one of my last achievements in the cave - Sniper Duel, which I'd actually been saving for just an occasion as a demonstration of the sheer size of these caves (the skeleton was in the pit just below the crosshair. The only other achievement I haven't gotten yet is On a Rail):
Here are more screenshots I took of the cave, including while exploring it and after I was done
Also, this is what I got from the cave on the second day, which was fully spent exploring it - I collected resources at an extremely low rate, about 2/3 of normal (individually, I did find more diamond than usual, otherwise the relative amounts of different ores was pretty typical), considering I spent about the same amount of time playing as usual, and used more torches than usual (about 1100), while the number of mobs wasn't relatively as high as other, smaller caves (the one with 370 mobs out of 834 total had a volume of 63000), and less than the recent daily average (most of them were in the western end with most of the surrounding area explored before, there were less in the center and very few in the eastern end, partly due to the lava there):
Similar to TMCWv4, instead of choosing a seed to use based on what was at spawn I used a random seed (TMCWv4 was not actually random; I used "TMCWv4" as the seed but had no idea what it was like beforehand, which may as well be the same thing), which is practically guaranteed by design to be ideal in terms of spawn, as well as the overall landmass because I changed the spawn algorithm to favor relatively flat/open biomes (Plains, Tropical Swamp, Meadow, Mega Tree Plains, Bushlands, and Oasis; the last is an odd case as it is a sub-biome within Desert M and is probably the rarest biome to spawn in overall) and the biome generator always places land within about 1000 blocks of the origin (Large Biomes worlds are actually different near the origin because the forced land area is smaller prior to being scaled up so oceans aren't always so far away).
In this case, I spawned within a Meadow to the northwest of the origin, with a Mushroom Forest being the first thing that I saw, which is a new biome I added to TMCWv5 which is notable for its blue-green foliage and huge mushrooms in all different colors (I added green, blue, and purple mushrooms, which can also be found anywhere underground):
I then turned around and saw a village on the horizon, making this the first time that I've spawned within sight of a village since my first world, if partly due to the fact that older versions of TMCW prevented surface structures from generating within 512 blocks of the origin (I dropped this later on in TMCWv3 and the seed I used in that version now produces two villages near spawn):
This has slowed down my early-game progression a bit since I had to make sure I stayed out of range or slept at night until I built a wall around it and lit it up (at first I coaxed villages into houses and blocked the doors with dirt; this was easier to do than in vanilla because I added (more) torches and/or doors to all houses), but it has also given me some major advantages in the form of a ready food supply (it had all crops, including potatoes, my staple food source) and the villagers themselves, as I will need to trade to get Mending when it comes time to make my "caving gear", which would otherwise mean curing zombie villagers (I did find a village on the way to a stronghold in TMCWv4 but it was far enough away that I decided it was better to cure them, which is pretty cheap and easy).
As if that weren't enough, I saw yet another new biome near the end of the first day - Quartz Desert, which has quartz sand and sandstone instead of the normal yellow sand and sandstone, and may also contain a new structure, Quartz Desert Pyramids; I have not explored it yet as I prefer to remain close to spawn until I start caving, otherwise only going out to find a stronghold to get to the End:
Other biomes within sight of spawn include a Mixed Forest, Bushlands, and Jungle - a total of 6 biomes with a wide range of terrain and features, and giving me access to every type of wood on the first day (Mixed Forest by itself has all types; in TMCWv4 I spawned within a plains sub-biome within a Mixed Forest). My most preferred type of "torch wood", my main use of wood, in TMCW is spruce since 2x2 spruce trees are the easiest to grow and harvest (in vanilla it is jungle, the only variant that has a 2x2 tree). However, unlike TMCWv4 I can't grow many non-vanilla trees because they now have their own saplings and leaf blocks (for example, Mega Trees used to be growable with 2x2 oak saplings but now they have their own saplings/leaves; conversely, this enables 2x2 oak trees to be grown anywhere, not just in Big Oak Forest).
A more interesting than usual start to a new world continued when it came time to start mining for resources; contrary to what one might expect given my playstyle I branch-mine at the start of a new world, only exploring any caves immediately around where I intersect them; in this case, I ran into several rather large-looking caves on the way down, with several diversions required to avoid them; unlike TMCWv4 all but the very largest caves can generate near the origin so it is possible to find anything without having to explore that far. In this case it appears that I found a circular room cave system based on the fact that all the caves I ran into were circular rooms (by contrast, it took me 77 days of playing to find one in TMCWv4):
Also, the first iron ore that I found happened to be in the ceiling of a cave and fell down and was lost, but not a big deal, except to show how risky digging straight down can be (normally if this happens while caving I may just jump down to retrieve it but that was highly risky with only a stone sword and a floor that was out of range of a torch).
Another cave that I ran into shortly after I'd reached bedrock level (literally; y=1 has the highest concentration of amethyst ore; this is to make it practical to branch-mine for it while being rare while caving, even by my standards) had a vein of 2 amethyst in the ceiling, but I've left it and any other veins alone for now as I want to get Fortune (this also needs to be on a diamond pickaxe as amethyst ore has the same mining level as obsidian, and in fact, used to be a variant of obsidian until I refactored ores to have multiple biome-specific variants):
Things became even more interesting when I came across a dungeon at y=2, the deepest dungeon that I've ever found - not just in Survival but in any test worlds, which generated connected to a water lake at y=2, the deepest they (and dungeons) can generate at; unlike vanilla lakes can generate into the bedrock layer so there is only one layer of liquid. There was also a Sharpness III book in a chest, which I'm saving for later; despite only having a stone sword and mob spawners spawning much faster than in vanilla I didn't have too much trouble bringing it under control (I haven't mined the spawner as I want to wait until I get Silk Touch, which causes them to drop a decorative "empty spawner" block):
(note that I'm standing in the lake so the dungeon is 1 level higher, as measured by the spawner)
This also shows the seed for this world, "-4426978636490490569", which itself is interesting - it cannot ever be generated by vanilla:
https://panda4994.github.io/seedinfo/seedinfo.html#-4426978636490490569
This is because vanilla relies on Java's built in "Random" class, which is based on a random number generator which can only generate 2^48 unique 64 bit values, which I replaced with a true 64 bit RNG, including the calculation of a random seed and when hashing text to a numerical seed (which is limited to a 32 bit value in vanilla; interestingly, it is possible for a text seed to result in a number which can't be randomly generated due to only generating 1/65536th of all values, as is the case for "TMCWv4" / "-1816924181"). I even allow "0" to be directly entered by only ignoring the textbox if it is completely empty (there is nothing special about this seed which makes it an issue to use; certain vanilla bugs are due to random values derived from the world seed being set to 0, but not the world seed itself).
As far as mining goes, I've found 7 amethyst ore so far, which is about a third to half of what I need with Fortune (Fortune III averages 2.2 times the drops so 14 ore would become 31 amethyst; in TMCWv4 I actually used Fortune II to get 37 drops from 23 ore, which is slightly less than average; naturally, even Fortune III only guarantees a 1x drop rate so I consider 20 to be a safer target); this includes a single vein of 5 which was merged with a diamond vein in addition to the one I mentioned previously:
As far as diamonds go, I'm treating them like many players might treat iron - just mining them right away without using Fortune and I upgraded my pickaxe to iron as soon as possible, then diamond as soon as I found a vein of 6 (I did use up the previous tool first, except for wood), which enabled me to make an enchantment table and enchant the pickaxe, which got Unbreaking I and Efficiency I, not bad for a level 8 enchantment (the max without bookshelves):
Also, I had a very close call with a creeper outside my door, which left me at 2 hearts - at this point I decided it was best to make iron armor (I hadn't made any yet since there wasn't much danger when branch-mining; the dungeon I found was filled with spiders but they couldn't get to me):
I also saw two new mobs for the first time - Rabbits and Endermites, the latter of which spawned when Endermen I'd attacked teleported (they can also naturally spawn along with other hostile mobs. Interestingly, Endermen spawning Endermites when teleporting was considered to be added in 1.8 but never made it to the release; likewise, killer rabbits never naturally spawn in vanilla, but they do in TMCWv5). Due in part to this, and it becoming daylight, I didn't kill either of two Endermen:
These are the statistics for what I did during the session (including the general in-game statistics); due to the abundance of food in the village I only killed 5 passive mobs (3 sheep for wool and 2 cows for leather), which are not counted in the "inventory stats", only hostile mobs, which were mostly the spiders in the dungeon I found:
Note the statistics for blocks like crops, which are not tracked in vanilla (1.8+ doesn't even have items for them, not that would be an issue when you mod the game) I also crafted a dirt block in a composter (similar to the block added in 1.14 but they give dirt instead of bonemeal, and can compost more items, including stuff like poisonous potatoes):
Here is a rendering of the branch-mine that I've made so far; my temporary starting base (currently just a room with some chests and a bed and a room for a potato farm) is just below the surface along the staircase down to the mine, with several detours visible (at the bottom it crosses a cave that was filled with lava, then runs into the cave where I found the first amethyst before the branch-mine proper begins), while the bits to the upper-left are within the village. The dungeon that I found is about halfway along the length of the branch-mine (most of what you see there is a lake it is connected to and the three tunnels I've made so far cross through it; otherwise, there have been no other caves in the way, which is not unusual for 1.6.4-style cave generation, which features larger and denser cave systems but also larger open areas, and is the basis for "normal" cave generation in TMCW):
One thing to note is that while the Wiki claims that spacing your tunnels at least 6 blocks apart maximizes efficiency I have some doubts about that, especially the magnitude of the impact once the spacing exceeds 3; with this spacing (a tunnel every 4th block) only a couple coal veins have extended across two adjacent tunnels, which is the only time efficiency will decrease; I've mined an estimated 1600 non-ore blocks (excluding the staircase down) and 21 diamond ore, an efficiency of 1.3%, compared to the Wiki showing 0.9% for this spacing and 1.7% for a spacing of 6 (that said, 21 diamond is pretty high for 85 redstone, which is 8 times more common; random variation will still have a big impact for the amounts I've mined so far and even when mining close to 3000 coal and iron, which generate evenly everywhere below sea level, while caving their ratios vary quite a lot on a day-day basis).
Similar to TMCWv4, I'm keeping track of everything that I find, currently at 2 structures (1 dungeon and 1 village; the suspected circular room cave system will not be counted until I explore it) and 6 biomes (Meadow, Mushroom Forest, Jungle, Mixed Forest, Bushlands, Quartz Desert); for comparison, in TMCWv4 I found a total of 1115 structures (mostly dungeons and cave variants) and 36 biomes (excluding non-unique sub-biomes like x-hills, and rivers, edges, and beaches) over 243 play sessions, of which 222 were mostly or exclusively spent caving (it took 15 sessions and 2.44 days of playtime to reach the "end-game" and start caving):
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've mainly spent the last few days building up farms and collecting emeralds and breeding villagers in the hopes of getting a librarian that offers Mending (I've gotten several different enchantments so far, but none were of any use; when it comes to this I'll trade out any offers that give emeralds and use a flint and steel to set them on fire; getting a Mending trade will be the most difficult part by far and might take 30+ villagers). My main source of emeralds have been wheat, carrots, and potatoes, the latter two new trades I added, though wheat is more effective until you get Fortune as I made carrots and potatoes much more expensive. I've also gotten a trade for ender pearls (formerly eyes of ender) so I don't need to wait around at night for endermen (from which I've only gotten one ender pearl from, at one point I started wondering if there was a bug (I made endermen in the End and from spawners have 1/5 the drop rate, and in general they require a player kill to drop, both as direct nerfs to AFK farms) but they averaged 1/2 an ender pearl in a test world).
In order to get villagers from the village to my villager breeder (a simple enclosure lined with doors) I made a channel between them and nudged villagers into the entrance in the village, then blocked it off and placed water down to push them along, as seen in this view:
This is another look at my progress later on (most of it has been underground and there won't be much changing on the surface until I start building a permanent base, which I have done after defeating the Ender Dragon in the last few worlds):
I've also made several level 30 enchantments so far, most significantly getting Fortune III on a diamond pickaxe, which I then used to mine 16 amethyst ore that I'd found, which yielded 32 amethyst, enough for a sword, pickaxe, chestplate, leggings, and boots with 8 left over (I might make additional items out of amethyst but only these need it):
The second one turned out to be much better, even if it only had one enchantment:
Immediately after getting it I went to mine the 16 amethyst ore (4 veins) that I'd found so far and got 32 drops from them:
These items are all part of my "caving gear" which I exclusively use while caving, and all of it will be enchanted using books as it is simply too risky to try directly enchanting and getting unwanted enchantments (even if this were 1.8+, with a preview, you can still get unwanted enchantments, e.g. it shows Efficiency IV on a pickaxe, which means it could get Fortune or Silk Touch, either of which would ruin it as they would make it too expensive to repair and Silk Touch doesn't drop the actual resources. I have considered adding grindstones but haven't done so yet):
Other items that I'll make include a diamond pickaxe with Silk Touch for ender chests, emerald ore, and spawners (using diamond instead of amethyst helps tell them apart. All the items mentioned here also have Efficiency V/Unbreaking III/Mending as applicable), shears with Silk Touch (required to collect cobwebs), a bow with Power V and Infinity, a diamond axe with Efficiency V and Unbreaking III, used to collect wood (axes actually can penetrate armor in TMCW but a sword is still better in general as it can receive more enchantments, especially Knockback, and only loses one durability per attack), as well as a diamond hoe with Fortune III, used to harvest potatoes for food (in TMCWv4 I made it so that Fortune only works on crops if it is on a hoe; getting it sooner rather than later would greatly increase the rate of which I can produce emeralds from carrots/potatoes and I've actually enchanted one on the table at level 30 (a new feature in TMCWv5, otherwise you'd need books to enchant them, as I did in TMCWv4, and in vanilla 1.6.4 they can only get Unbreaking), which got Efficiency IV; as villagers sell diamond hoes I don't need to use actual diamonds so I can just keep enchanting until I get Fortune III; that said, I've only bought them to unlock further trades as they are fairly expensive since I made diamond items 3 times more expensive than iron).
Also, I saw another interesting mob - a baby skeleton with a diamond sword; much like zombies I added a "baby" variant and gave skeletons in general a chance to spawn with a sword instead of bow; baby skeletons can also spawn as part of a cave spider jockey (a feature added in TMCWv1 in place of chicken jockeys). Fishing is also much easier thanks to the addition of actual fish mobs (I still do not prefer getting fish trades; that said, with Luck of the Sea fishing rods can catch treasure, including Mending books. Unlike 1.7+ I made it a requirement for balance reasons; since you must manually repair items AFK fishing farms are significantly nerfed than if you could just use disposable unenchanted rods):
As far as mining goes, I thought it was interesting to note that after finding 21 diamonds on the first day I found none at all on the second day, despite mining more than I did before; the third day was more normal with 14 diamonds but with a lot more coal found (some of the coal and iron came from expanding my farms):
These are the totals for the first three days/play sessions; this does not include 16 amethyst ore that I didn't mine until I'd gotten Fortune:
Here is a rendering of my branch-mine as well as what it looks like on a cave map (two level 0 maps); you can also see the large farms that I've made underground (a lake partly covers them up; the difference between the MCMap rendering and cave maps is that cave maps treat walls as obstacles while MCMap does not, thus the cave maps show less clutter from nearby caves, the only cave that I've actually explored so far is a single circular room at lava level near the bottom-left corner of the cave maps):
This is how I marked which tunnels had amethyst, including how much (four veins of 2, 5, 2, 7). Also, the floor is actually bedrock, which renders as a darker version of the "biome stone" within a biome (normal stone for most biomes):
I plan to go to the Nether next, find a fortress and collect blaze rods, then locate a stronghold; at this time I'll just loot it (aside from chest loot the books(helves) in libraries are very useful for trading) and locate the End portal. As with everything else so far this will be more interesting due to changes made to the Nether (I never previously made any modifications other than some bugfixes/optimizations to world generation, such as MC-117810, a cause of lag spikes when generating new terrain), the ability to use cave maps in the Nether (easier navigation, but torches must be placed frequently enough; I've previously used them more as markers than lighting), and strongholds being further away (at least 800 blocks from the origin, up from 640 in previous versions/vanilla 1.6.4; due to my spawn point/base location, which is between the original spawn point and the village, the nearest stronghold may be closer than it was in TMCWv4); I'm sure to come across many new biomes along the way (either new to me or not discovered yet in this world).
After this I'll return to the Nether to mine quartz for XP and enchant books at around level 22-23, which seems to offer the best combination of enchantments and cost (as opposed to going to level 30, which costs 1.7-1.8 times more XP):
Also, regardless of my luck when enchanting I'll still need to spend a lot more levels on adding Mending to my items than I did in TMCWv4 - I made it so the cost to add Mending is the cost to repair the item with Mending, based the lower of a single unit or full-durability sacrifice repair; for example, it costs 43 levels to repair an amethyst pickaxe with Efficiency V, Unbreaking III, Mending with a single unit (a full-durability sacrifice is too expensive, over 49 levels for amethyst items). Previously, it was the same as adding any enchantment with an enchantment cost of 8 (around 10-15 levels; in 1.6.4 you are always charged the cost of all the enchantments on an item, which is why repairing items with many enchantments becomes so expensive, but books reduce the overall cost). This is to help you avoid making items that are too expensive to be repaired if Mending is added, although it only works if Mending is the last enchantment to be added and if a book is used (items that would be too expensive with Mending but are otherwise still repairable can still be used indefinitely if rubies are used to lower the penalty; however, you need to find a biome that has 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?
As mentioned before, I went to the Nether to find a fortress and get blaze rods; while I did not add all the biomes and features like 1.16 did it was still a more interesting experience than vanilla 1.6.4/previous versions of TMCW. Terrain is generally more difficult to cover due to much more numerous caves and the addition of ravines, as well as pockets and veins of magma blocks, which will deal damage if walked on, and more lava flows and lakes of lava and magma blocks. However, cave maps enable you to map the Nether, as well as show the direction you are facing (on surface/vanilla maps the cursor randomly spins), which made it much easier to return from the fortress that I found, which was fairly far away from the portal (I fixed a bug which caused fortresses to generate in north-south lines; while they have about the same overall frequency they are more spread out. A similar change made in 1.16 explains in part why they are harder to find, though some of them were also replaced with bastions):
There are also more hostile mobs in the Nether which will attack the player (as opposed to mostly zombie pigmen, which only attack if the player attacks them), including Nether husks (a pink Husk variant), Endermen, and Nethermites (similar to Endermites but pink), and mobs are more commonly encountered because the spawn range is limited to 32 blocks above and below the player (this simulates the depth of the Overworld):
Other features that can be found in the Nether include dungeons and gold ore; dungeons are unique in that they can spawn pigmen which are always hostile but do not alert other pigmen when attacked (other mobs include Nether husks, normal skeletons, and witches). Wither skeletons can also spawn with enchantments on their sword. Also, netherrack stalagmites (placed as stalactites with a lava source above their support block) will gradually fill cauldrons with lava, making it renewable (this also works for stone stalactites in Volcanic Wasteland; otherwise, only water works, corresponding to the particles that visually drip from them).
I collected all the blaze rods I'll ever need in one go (25 is enough for a brewing stand and 48 blaze powder/eyes of ender, and 36 ender chests after using 12 on the End portal), instead of going back to make Fire Resistance potions after I got one (or two but a magma cube dropped magma cream), as I mined up below a Blaze spawner and figured that I could easily attack them with relatively low risk of being attacked by letting them sink into a hole I dug, with a 1 block space at the bottom where I could attack without them seeing me:
Here is the path I took to the fortress on a cave map; the fortress was at the very edge of the map (level 3) so it was about 550 blocks away from the portal (parts of it are off the map to the south; the fact it is clearly visible with a map scale of 1024 blocks across shows how large they are):
After this I located a stronghold, discovering many new biomes, including another biome which was only added in TMCWv5, Autumnal Forest, and one of the rarest regular biomes, Volcanic Wasteland, as well as the highest terrain that I've ever found - twice in a row in two adjacent biomes, Extreme Savanna Mountains and Extreme Forest Mountains:
In fact, this is the highest terrain that I've ever seen in any seed in any version of TMCW (TMCWv3 enabled terrain to go above y=127 with an absolute cap at y=191, or 192 at feet level when standing on it); previously, I found terrain to y=189 in the seed "-4044260048752824454" in TMCWv4/4.5:
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2780836-themastercavers-world-version-4-4-5?comment=189
It is also interesting to note that despite the increase in the height limit in 1.18 it seems that terrain rarely, if ever goes above about y=224 based on the chart of ore distribution within a half-million chunks (some ores apparently peak at y=320, or would if there was actually anything up there):
https://minecraft.fandom.com/wiki/Ore?file=OreDistribution_1-18-1.png
I also found a Tropical Swamp and Winter Forest (shown above along with Autumnal Forest), bringing the total number of biomes that I've found to 11:
Here is a list of the biomes that I've found so far in the order I found them ("Extreme" Savanna/Forest Mountains are technically sub-biomes within their "non-extreme" counterparts, much as e.g. Forest has Forest Hills):
Autumnal Forest also has several new mobs, including Vampires, a zombie variant which applies Poison when attacking and when attacked they may spawn bats at the player which will target their head until the vampire is killed (they do not actually attack, just serve as a distraction):
Of note, Autumnal Forest, and many other features, was directly based off of a suggestion; I even copied the textures pixel-by-pixel from the examples given, with hidden areas filled in based on the visible pattern:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2937586-fishgs-autumnal-forest
The End portal itself turned out to be empty but I still had all 16 eyes of ender that I started out with (some basic knowledge helps minimize the number of times you throw them; if you know that strongholds can't generate less than 800 blocks from the origin then you only need to throw one before then, maybe two to ensure you are on track, as I did after getting through the mountains):
Here is what a stronghold looks like on a cave map (level 1, part of it went off the western edge):
I'd actually planned to make two maps in the event that I went off the first map, centered at 0,0 with a radius of 1024 blocks, but it turned out the stronghold was right at the very edge so I just used the spare map to make a cave map. The location is actually not that unusual compared to vanilla 1.6.4, where they can be 640-1152 blocks away from the origin, but from a large sampling (millions) of seeds they can be up to 1856 blocks away in TMCWv5:
Also, you may notice that biomes have different grass/foliage colors, a feature which is exclusive to Bedrock Edition (I do not provide colors for every shade, just several main categories, since there are a limited number of colors available):
https://minecraft.fandom.com/wiki/Map#Map_content
https://bugs.mojang.com/browse/MC-130658
There is also another biome that I may have found based on the map - you can see a lake to the north of my position, which is more likely to be an actual biome of that name than an area below sea level (I didn't really notice it or check F3; flooded areas that are not a "water" biome are rarer than they are in vanilla); in addition to sub-biomes in many different biomes these can also be found as full-size biomes with small islands of various other biomes.
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?
After trading about 1,000 emeralds and going through around a dozen librarians I finally got a Mending trade, ending my trading for now (I could still try to get other enchantments):
This greatly understates the number of times I harvested crops since I used water to break most of them; likewise, sugar cane can drop up to two blocks per harvest:
I've started mining quartz in the Nether and enchanting books at level 22 to get the other enchantments that I need; in the first full day I mined more quartz than all other ores combined, plus several stacks of Nether gold ore for a bit of additional XP. However, progress has been slower than usual due to the increased difficulty in navigating terrain; I've even considered making a lot of 8 minute Fire Resistance potions and keeping it on at all times so I don't need to worry about magma blocks or falling into lava-filled ravines (as in the Overworld they can be much larger than in vanilla), which have a secondary lava level at y=4, and can expose a lot of ores:
Also, I found another Nether fortress to the east of the portal, much closer than the one that I found to the south while searching for one (it may have been better to search outwards in a spiral; I just took the easiest path through the terrain); notably, I found 11 diamonds in it (I did not modify their chest loot):
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 finally enchanted all of my "caving gear", as well as a few other items - which required mining a total of 15,618 quartz, the most that I've ever mined in any world (I mined 13,746 in TMCWv3 and 10,345 in TMCWv4). I also mined 10,000 netherrack, also the most that I've ever mined (compared to 5,719 in TMCWv3 and 3,801 in TMCWv4):
One thing that makes TMCWv5 much different from other worlds is the inclusion of gold ore in the Nether, of which I mined around 1,650 and by itself more than all the ores I've mined in the Overworld up to now. Along with more mob kills than usual in the Nether due to the addition of more mobs this helped me get XP, although the contribution is relatively insignificant (1,650 gold gives 1,650 XP while 15,618 quartz gives 54,663 XP; for comparison, up to this point I'd gained a total of 72,507 XP from all sources, which means that about 75% of the XP I gained came from quartz).
I've also already crafted 4,304 torches, with around 10 times more than usual used in the Nether due to cave maps reacquiring them to render anything (previously I placed them more as markers to show where I've been; I still placed them much less often than I do when caving in the Overworld). Here are renderings of the Nether in MCMap, first the "surface" (in the Nether MCMap uses an algorithm that removes the "ceiling" down to the first "floor" that it finds) and then the underground mode (only mapping areas within 8 blocks of a torch), followed by a night mode rendering in Minutor at layer 88, which gives a clearer view of the area I explored; and an in-game cave map (level 3, so the area is 1024x1024 blocks. This is not really the optimal use of cave maps if you want to actually see individual caves but much like my use of surface maps in the Overworld while caving they show where I've been):
Also, another thing that makes the Nether different is the addition of dungeons, of which I found a total of 7, including at least one for each type of mob (zombie pigmen, nether husks, normal skeletons, and witches); the zombie pigman dungeon was probably the most dangerous as they are always hostile and deal a lot of damage (they do not call for help when attacked though):
Along with spawners from a nether fortress (I found a total of 3 but didn't have a Silk Touch pickaxe until the third, and woudl leave one in the nearest fortress just in case) and the stronghold I've collected 18 "empty monster spawners" (a decorative block which has the same texture as a spawner and can be "lit" with a flint and steel to produce particles similar to a spawner as well as a light level of 15).
After that, I went to the End to kill the Ender Dragon, which was pretty much the same as in vanilla (the only change I made was adding naturally spawning Endermites, in addition to spawning when an Enderman that was attacked by a player teleports away). I did have a pretty close call when the Ender Dragon knocked me into the air and I went down to one heart. The spawn platform was also over the void, illustrating the importance of bringing ender pearls:
Here is a side-by-side comparison of the Nether and End in Minutor:
An interesting thing about the End is that chunks are only normally generated within a 12 chunk radius of the origin (outside of this area terrain generation is skipped), and outside of this area they are only saved at all if they were modified (normally all chunks will be saved at least once; even "empty" chunks take up a lot of disk space due to the way they are saved within region files, which will be at least 4 MB for a fully generated region; for comparison, the DIM1 folder in my world is 1.73 MB while in TMCWv4 it is 2.81 MB).
I also made sure to collect several stacks of end stone, which I normally do not use but TMCWv5 makes it required to craft a "Diamond Ender Chest", which only previously required surrounding a normal ender chest with diamonds; now you craft "Diamond End Stone" which is used in place of the diamonds (overall you still need 8 diamonds but now you also need 8 end stone). However, diamond ender chests are now much more valuable since they can be picked up with Silk Touch (previously they always dropped diamonds and obsidian) and I'll be using them as a backpack while caving so I can spend about twice as much time per caving session, a practice that I last did in TMCWv1, which made normal ender chests have a double chest of capacity (previously I used them to carry more resources per trip between a secondary base and my main base. I also recently modified ender chests in my "semi-vanilla" first world to help offset the increasing distance I need to travel back to my main base, though eventually a Nether network will be needed).
Also, there is one achievement that I never got until now, despite usually being one of the first ones I get - making bread, as there was no point in using wheat for food when I had a village with carrots and potatoes (most of the food that I've actually eaten so far has been steak, a byproduct of breeding cows for leather; when this runs out I'll eat baked potatoes, my staple food):
Other achievements include "The Lie" (I'll make a cake as decoration for my main base), "Overkill" (this will happen once I start caving and use my amethyst sword, which deals 18.25 damage with a critical hit), and "Sniper Duel".
Overall, this has been one of my most intensively played worlds, averaging more than 4 hours per session (this was taken before I went to the End today); I generally do spend more time per session before I start caving though (TMCWv4 averaged about 3.9 hours prior to this and 3.83 hours afterwards, which is still higher than the 3.53 hours I've averaged in my first world):
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've finally reached the "end-game", when I actually start doing what I enjoy the most - caving - which will take up the vast majority of the time I spend playing on this world, as with all of my other worlds. Interestingly, it only took one more play session (16 vs 15) than in TMCWv4, but as mentioned before I spent significantly more time playing, taking a total of 2.83 days compared to 2.44 days in TMCWv4:
TMCWv5:
Compared to TMCWv4, there are a lot more underground features to discover, in addition to more biomes, including biomes that I still have never found in Survival dating as far back as TMCWv1 - released nearly 8 years ago (Ice Hills and TMCW Mega Taiga; I've also never found Ice Plains Spikes, added in TMCWv3, or Great Forest, added in TMCWv4):
Cave variants in TMCWv5; many of the variants that were previously added in TMCWv4 are now larger; a giant cave region averages about 1.7 million blocks, up from 1.2 million (a bugfix in TMCWv4.5 to the way large caves generate slightly increased their volume to 1.3 million), and the largest possible single caves can exceed a million blocks, 625,000 for the largest ravines (for comparison, the maximum sizes in TMCWv4 were about 500,000 and 425,000 and the largest ones that I found were 252,000 and 267,000). Another major difference is that only the very largest sizes of caves, colossal cave systems, and regional caves are excluded from a 512 block radius of the origin, so I'll start finding non-vanilla caves right away (as mentioned before, I suspect there is a circular room cave system where I started mining down):
This is the largest cave near the bottom, the largest known cave in TMCWv5, with a volume of 1.1 million blocks (for perspective, the small cave to the lower-left is a typical "large cave" in vanilla, from sometime in Beta to 1.17):
An example of a large ravine, which can get much larger, which also shows that biome-specific underground blocks now replace all stone/dirt/gravel down to bedrock, with ores to match the "biome stone" (which is actually a separate block which has the mining properties of stone and drops the block it mimics; this enables ores to replace it without having to worry about replacing the walls of villages and other structures, or as was previously done, placing ores first, then replacing stone with biome-specific blocks, which is both less performant and causes ores to get cut off along chunk borders):
This is my main base, which is simpler in some ways than the base I built in TMCWv4; I did not include farms for every crop, only potatoes, as it is unlikely I'll actually need to grow more of anything other than sugarcane for paper for maps, which I can just harvest from a nearby river after the several stacks that I have runs out (which will be a long time) and the village nearby has wheat and carrot farms. I've also made extensive use of many new blocks, such as "smooth quartz" (uses the bottom texture of quartz slabs on all sides, crafted with 2x2 slabs; the block itself is actually a double stone slab block), barrels instead of chests for most of my storage, "light blocks" instead of glowstone (crafted by smelting it; of interest, the texture is actually one I made and used for glowstone over 8 years ago, as seen in this thread), wood-specific fence variants (in addition to oak), flower pot variants, and more:
It is hard to see but I have a couple cats at each entrance (front and back), which use two of the new variants I added (the same as later vanilla versions, with the original three variants unaltered). I generally find cats to be more useful than wolves because they scare creepers away (I'd already had one explode and destroy the fence/gate). Also, you can see a berry bush near the right, based on sweet berries, which I got from the Autumnal Forest:
Note the flower pots next to the windows, which contain actual trees instead of saplings, with many variants which can be chosen from; the larger trees are in a "large flower pot" variant which is 10x10 pixels instead of 6x6:
In the corner near the center is a composter, essentially a garbage bin (most plant-based items can be composted to eventually yield a dirt block, otherwise items can be thrown inside to despawn):
Instead of chests I've used barrels for my mineral storage area:
The barrels above the bookshelves will be used to store enchanted books that I find while caving, otherwise, I don't actually enchant anything at this point other than iron pickaxes I find in minecarts, and at level 1 (I use them to dig tunnels for railways and work on secondary bases, with my amethyst pickaxe solely used while caving):
The bookshelves that you see are also a bit different from vanilla - each one actually stores 12 books, 156 total (112 * 13, minus two that are hidden in the corner) which can be removed by right-clicking with an empty hand; conversely, you can add books to an "empty bookshelf" (the vanilla recipe crafts an "original" bookshelf which appears identical but does not have this special functionality, same for naturally generated bookshelves. Enchantment tables require a bookshelf with at least 3 books):
I decided to only have a potato farm as anything else is rarely, if ever used after this point:
The animals in the pen are mainly decorative as I do not use them after this point; I'll replace the sheep with pink sheep when I find one:
I saved a few of the villagers that I'd originally bred to get Mending, with the Mending villager locked up for extra safety; Mending books themselves are stored in the barrel to the left (I had 3 extra books left over and will put any books I find while caving here):
These are surface (left) and cave(right) maps of the area around my base/branch-mine; of note, the cave maps must never be taken down after I start caving as they will update when held and any explored caves in the area will be rendered and ruin them (if this ever happens I could restore a backup of the map data files):
These are the other maps that I made of the path I took to the stronghold, the stronghold on cave maps (fun fact: I actually went back to the stronghold just to make a second cave map of the part that went off the edge of the one I'd made when I originally explored it), and the map I used in the Nether:
For comparison, this will be my map wall, currently a single level 3 map centered at 0,0, with space for up to a 3x3 map area, the maximum I plan to explore (such an area represents about a full year of daily playing at the rate of 100 chunks per play session; I could enlarge the area by storing the copies I carry around elsewhere but it is unlikely I'll actually explore all 9 maps; in TMCWv4 I explored about 2/3 of the area over two main play periods):
Also, I've also been making minor updates to TMCWv5; for example, I just added the ability for fence gates to take on the wood type of the fences they are adjacent to (I used spruce fences around my base and realized that fence gates wouldn't match, so I fixed it on the spot; while there are some limitations (you can't have more than 2 non-oak gates in a row or by themselves/with nether brick fences or walls) adding "render-only" block states means no actual block IDs or items are required):
It is interesting to note that while I've fixed various bugs in TMCWv5 itself many of the bugs I've fixed recently have actually been vanilla bugs, such as fences and walls incorrectly connecting to fence gates (MC-9565), which I noticed when testing the aforementioned change, hence the fence gate shown between a fence and wall, showing that they no longer connect improperly, or non-block items or blocks that use the "2D" item model not being centered properly when rotated in an item frame (MC-8660; the insane thing about this bug report is that it was marked as "invalid" just because they were using a mod), or missing item use animations and statistics when shearing and dying sheep.
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 first day of caving I explored a circular room cave system, which as mentioned before I'd suspected there was one in the area where I started my branch-mine, a mineshaft, and two ravines, as well as a possible "random" cave system, or possibly a "random cave cluster", as I analyzed the area I explored but it only listed the circular room cave system and mineshaft (only full-sized cave systems are listed, not cave clusters). I also found anew biome - Rocky Mountains, a realistic-looking (as opposed to "Minecraft-style" mountains) mountainous biome mostly made up of exposed stone and andesite (ores and springs are not allowed to generate exposed to the surface) and snow-capped peaks with a gradual transition to coarse dirt, then grass with large spruce trees at lower elevations. I haven't actually seen the biome from the surface but there is no mistaking it on a map:
An example of Rocky Mountains, which was added in TMCWv4:
This is where I started caving; this is the only surface cave opening I found near my base and I only found it today, otherwise, my branch-mine intersected several caves and I've started caving from such an intersection before:
Almost immediately I got one of the last achievements - Overkill (deal 18 damage), which requires a critical hit with my sword (14.25 attack damage, 18.25 critical; with Sharpness V this can only be reached with a amethyst sword, or diamond in vanilla 1.6.4; in versions since 1.9 you must use Smite or Bane of Arthropods, which means I'd probably never get it, then again, I'd replace the 1.9 changes with my own/1.6.4's):
An interesting threat that can be encountered while caving are magma cubes, as slimes that die in lava will split into magma cubes:
Also, until now I'd never used any of my "caving gear" except for my "Super Bow" (Power V, Infinity, Unbreaking, Mending) and "Ender Pickaxe" (Efficiency V, Silk Touch, Unbreaking III, Mending):
One thing that makes TMCWv5 different from TMCWv4 is that huge mushrooms can be found anywhere underground, not just in giant cave regions, and they come in more colors (brown, red, green, blue, purple) and shapes and sizes, with both small and huge forms of green mushrooms glowing:
Also, I found a glow squid in an underground lake, which dropped a glow ink sac, which can be used to make item frames and signs glow (instead of a new item/entity glowing item frames are made by right-clicking them with a glow ink sac; a normal ink sac removes the effect). I'll be collecting some so I can use them on the item frames my maps are in so they render with even brightness (previously, I've placed them on glowstone for the same effect, but the glowstone will be visible on the other side of the wall unless it is covered up):
The mineshaft was a bit different from vanilla; instead of oak wood it used spruce wood, with the wood type generally being based on the most common biome within a 32 block radius of the center; also, all parts, not just corridors, generate wooden platforms below them:
There were also 7 cave spider spawners and a dungeon in the mineshaft, which was fairly large, with 448 rails collected from it (from comparison, I've averaged about 275 rails in my first world and the largest known mineshaft in TMCW has over 1,600 rails, with the average size being close to the average for vanilla).
Here are the overall stats for the session, with over 4,000 resource blocks (ores, rails, cobwebs, moss stone) mined and 383 mobs killed, with at least 10 different types of mobs encountered (slimes and magma cubes count as the same mob, as do some other mobs like zombie variants), only about a third of which were zombies, which is lower than usual (they haven't reached their maximum follow range yet); this also shows the advantage of a diamond ender chest; normally I'd have to stop a couple times to smelt iron and gold so I can compact them into blocks but I can accumulate dozens of stacks before having to do so (that said, I simply find a safe location and set up furnaces and continue caving while it smelts; the biggest advantage will come later on as I explore further out, in TMCWv1, which had double chest-sized vanilla ender chests, I never built any secondary bases despite exploring up to 1500 blocks away):
Also, I reached level 89, easily the highest level that I've ever reached, which requires 16,460 XP under the pre-1.8 leveling system with most of the XP from the Ender Dragon, as I haven't had to repair anything so far (in TMCWv4 I repaired a couple tools while working on my main base), and I could have gone even higher if I'd smelted the iron and gold (as it is, I may have to repair my pickaxe before I reach level 90 as I was within 20 durability of a repair, which restores 1171 durability per unit and amethyst has 4686 durability so the ideal time to repair it is when it drops to 3515).
Here is an underground rendering of what I explored today; the circular room cave system is on the left side, with the mineshaft near the center and more caves on the right:
Also, here are charts of my "session stats" since I started playing on this world, with the first few days spent branch-mining, then I mined quartz in the Nether, along with a lot of gold, then after a few days spent building my main base is the first actual day of caving:
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've been caving for just two days but have already seen or found two very rare things, or at least, one is very rare in vanilla - a zombie in diamond armor and an enchanted golden apple:
The zombie was in the first "large" cave that I've found, in this case, a larger variant of a normal vanilla cave/tunnel:
Notably, this cave is similar in size and structure to the largest cave that I've found in my first world, and representative of what one might find when exploring a similar area in vanilla, but caves like this are the norm in TMCW:
A rendering of the cave with another large cave nearby (only "large" caves are shown here, it was part of a much larger cave system); a ravine that overlaps above it allowed be to get a better view down into the cave (as indicated by the sand it would of had lava visible from the surface):
A list of the largest caves I've found in my first world, with a volume of at least 10,000 blocks (the largest known cave in vanilla has a volume of about 26,000 blocks, just slightly larger than the minimum for a "large cave" in TMCW, which can exceed a million blocks at the high end):
1. 2851 27 1678 (length: 103, width: 21, volume: 15378)
2. -967 27 1614 (length: 96, width: 20, volume: 12851)
3. 2303 39 2348 (length: 111, width: 17, volume: 11730)
4. 25 35 1868 (length: 106, width: 19, volume: 11228)
5. 285 29 -1678 (length: 109, width: 17, volume: 11175)
6. 2360 29 1351 (length: 97, width: 17, volume: 11036)
7. 1070 29 835 (length: 92, width: 20, volume: 10896)
8. -175 10 -2769 (length: 101, width: 20, volume: 10700)
9. -1223 8 -866 (length: 103, width: 18, volume: 10568)
10. -409 48 2804 (length: 101, width: 21, volume: 10362)
11. -2632 30 -761 (length: 110, width: 17, volume: 10191)
Interestingly, most of the caves within the cave system were much narrower, as well as longer and straighter, than usual, which is due to regional scale variations in various parameters that control the generation of "normal" cave systems, which are otherwise based on vanilla 1.6.4 (the criteria for a "large" cave, as listed here, means a cave with a maximum width of at least 9, which can only be reached in vanilla through a 10% chance of an additional width multiplier for a width of up to 27, or 40 in TMCW. This is distinct from the the large caves that I generate independently of cave systems and which can become far larger):
Center is -160, -32 and radius is 48 blocks (from -208, -80 to -113, 15)
Showing up to 10 results for each category. Locations are the center unless noted.
Normal cave system parameters for center chunk:
largerCircularRooms: false
circularRoomChance: 1/8
largerLargeCaves: false
largeCaveChance: 1/10
widthMultiplier: 0.5
maxLength: 144
curviness: 0.2
verticalVariation: 1/6
circularRoomCaves: 1-3
minWidth: 2.0
extraBranchChance: 75%
extraLavaLevelCaves: false
extraSeaLevelCaves: false
Size 21 cave system at -160 -32; total number of caves: 26
Size 1 cave system at -160 -16; total number of caves: 1
Size 2 cave system at -128 -16; total number of caves: 2
Number of cave systems: 3
Initial number of caves: 24; largest cave system: 21 (-160 -32)
Total number of caves: 29; largest cave system: 26 (-160 -32)
Additional circular room caves: 5
Additional lava level caves: 0
Additional sea level caves: 0
Number of small caves: 25; average width is 4.46
Number of large caves: 4; average width is 13.55; max width: 20.00 (-147 21 -28)
Number of circular rooms: 5; average width is 10.37; max width: 12.85 (-157 7 -10)
Additional caves per circular room: 1.00
Average caves per chunk: 0.8055556 (36 chunks)
Average altitude: 12.41
Percentage of caves on layers -7 to 2: 37.93
Percentage of caves on layers 3 to 12: 17.24
Percentage of caves on layers 13 to 22: 20.69
Percentage of caves on layers 23 to 32: 10.34
Percentage of caves on layers 33 to 42: 3.45
Percentage of caves on layers 43 to 52: 10.34
Percentage of caves on layers 53 to 62: 0.00
Percentage of caves above layer 62: 0.00
I also found two new types of caves; a "vertical pit cave", which has several columnar segments close together which are identical to those used to generate ravines, which are generated with a line of such segments, and a "ribbed tunnel cave cluster", which are also based on ravines but generate like normal tunnels (as with ravines, a line of segments which are normally semi-spherical), with ledges along the sides:
Also, I've been exploring within the Rocky Mountains biome, which differs from most biomes in that stone and andesite are swapped; instead of mostly stone with pockets of andesite it is mostly andesite with pockets of stone. It is also one of a handful of biomes that has ruby ore, which is most notable for being able to reduce the prior work penalty of items which would otherwise be too expensive to put Mending on (I even considered not putting Mending on my boots so I could use Unbreaking instead; this would give be 3 repairs for 42-44-46 levels before being reset back to 42 with one ruby, which costs 34 levels for an amethyst item with 3 enchantments and a prior work penalty of 6; the repair cost with Mending instead of Unbreaking is 44 levels but they have to be repaired twice as often so the overall resource and XP cost is higher):
Here are a couple views of the Rocky Mountains from the surface; it appears to be fairly large with multiple separate peaks with valleys between them; I haven't scaled them you but they go well above cloud level, typically in the y=150 range:
I also saw a couple new mobs - Strays and White Husks (one of which had diamond armor), which spawn within Rocky Mountains, as well as various other biomes; unlike later vanilla versions they can spawn anywhere, not just on the surface, and make up 50% of skeletons and zombies:
I also found a single vein of 5 amethyst ore, the first time I've found it while caving and a quarter of the ore I've found so far (21), plus two more in dungeon chests; so far I've used two to repair my gear:
Compared to yesterday I mined more ores within a shorter amount of time (3 hours and 33 minutes vs 3 hours and 47 minutes) and killed less than half as many mobs, likely because of the nature of the caves I was exploring (many of the tunnels were only 1-2 blocks wide, as shown above, and required removing blocks to get through):
The first item in the fourth row is "quartz sandstone iron ore", as opposed to "stone iron ore", which is the "normal" variant found in stone, which I found in some caves that went into a Quartz Desert:
It is interesting to note that I've still mined more gold than iron due to all the gold I found in the Nether; quartz is still more than half the total but this will change soon and eventually become a small fraction of the total as I will never mine more:
Here is an updated rendering of what I've explored so far - already probably more caving than the majority of players ever do in a single world; you can also see that I've gone into the quartz desert, near the bottom, and made a "return point" near the upper-left, indicated by a staircase to the surface (I usually make them a 2x2 spiral but that would put me under a mountain):
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?
Amazingly, I saw another zombie in diamond armor today, this time fully enchanted; neither of them have dropped anything. Unlike the first one this one was outside my base, which I'd returned to after 3 days of caving, where zombies regularly congregate in an attempt to get to the villagers:
For perspective, at the maximum difficulty factor on Normal, which reaches a constant maximum after 100 hours have passed, there is a 20% chance of a zombie or skeleton having armor and of that there is a 0.3% chance of it being diamond, averaging one every 1667 mobs; for comparison, in vanilla 1.6.4 the chance is one in 15551 mobs (a 15% chance of armor and a 0.04287% of being diamond) and only in chunks that have been loaded by a player for at least 50 hours. TMCW's amethyst armor is 1/3 as likely as diamond (one in 5000 mobs and one in 1250 mobs for either diamond or amethyst).
Notably, in TMCWv4 I actually saw two diamond or amethyst armored mobs on the same day on two separate occasions - just minutes apart in one case (they likely did in fact exist at the same time).
Also, I found my first "real" large cave today, as in one of the special variants that generate independently of cave systems and can get far larger than anything in vanilla; this one was on the smaller side with a volume of about 40,000 blocks, which is still much larger than anything that can exist in vanilla 1.6.4 (up to 1.17), and it merged with a smaller cave to form a single cave with a volume of over 50,000 blocks:
-168 21 72 (length: 216, width: 25, volume: 40845)
-200 23 136 (length: 248, width: 14, volume: 14207)
I also found another new type of cave - a toroidal cave, which are shaped like a donut and can get up to 64 blocks in diameter with a tunnel diameter of 20 blocks; they can be seen as a variant of circular room except they generate separately from cave systems:
Here is a rendering of what I've explored over the past three days:
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?
After I returned to my base I decided to start exploring from a cave that lead in the opposite direction from the circular room cave system that I started exploring from, which lead to a fairly large "1.6.4-style" cave system below my base (this means a cave system which is extremely dense such that the tunnels merge together to form random chambers with little recognizable tunnels, which is typical of larger/denser cave systems in 1.6.4 but much rarer and more limited in size since 1.7):
I also found my first fossil in a cave that went into the quartz desert:
Another feature unique to TMCW are lakes of magma blocks, as well as larger lakes (including water and lava; oddly enough, Mojang removed water lakes in 1.18) up to twice the normal width, as shown here, which exclusively generate underground:
After exploring the cave system I came across the second large cave that I've found so far, along with the first large ravine which intersected it, with a combined volume of about 91,000 blocks, minus some overlap:
Large ravine: -488 28 -200 (length: 206, width: 14, depth: 41, volume: 53244)
Immediately after I explored the cave/ravine I found an even larger ravine with a volume about as high as both together from which I was able to finally start exploring into the quartz desert (all other caves only briefly entered it or ended shortly afterwards), where I came across another large cave:
Large cave: -376 18 -120 (length: 248, width: 25, volume: 39563)
Here is an updated rendering of what I've explored so far; the ravines went westwards past x=-512, off the edge of the current map, which I plan to mostly or fully explore before moving into the surrounding maps (any features that start within the current map and extend outside are explored in their entirety so I generally do go a bit past the edges); as well as a list of everything that I've found so far:
Structures/caves found (by number):
16 normal dungeons
10 ravines
4 vertical pit caves
3 large caves (volume >= 25000)
2 large ravines (volume >= 25000)
1 fossil
1 large cave system (the sort of swiss cheese cave found prior to 1.7)
1 maze cave cluster
1 mineshaft
1 random cave cluster
1 ribbed tunnel cave cluster
1 stronghold (with eye of ender)
1 toroidal cave
1 village (1 Meadow)
(44 individual structures/caves)
Large caves (volume >= 25000, in order found):
1: -168 21 72 (length: 216, width: 25, volume: 40845)
2: -472 25 -200 (length: 336, width: 21, volume: 38032)
3: -376 18 -120 (length: 248, width: 25, volume: 39563)
Large ravines (volume >= 25000, in order found):
1: -488 28 -200 (length: 206, width: 14, depth: 41, volume: 53244)
2: -440 24 -152 (length: 180, width: 20, depth: 45, volume: 85026)
Also, it seems like there is little to no interest in this thread (not a single reply or even upvote to acknowledge that it has been read), which is quite demotivating, especially given that I'd spent 4 years on developing TMCWv5 and being one of the very few remaining survival journals and the only one with updates at any regularity; I'd at least like some feedback on how I can improve the thread.
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 don't have much interest in the forums anymore as they are all but dead but I will try to continue making updates for as long as I play on this world.
This is an in-game map of what I've explored in 15 play sessions spent caving:
This includes another Autumnal Forest (the first one I found is well to the north where I found the stronghold), which is clearly visible in the southeast, a Flower Forest (appearing as relatively treeless as they have a low tree density and map pixels use the most common block) to the south of the Rocky Mountains near the center, with the edge of another Rocky Mountains visible to the east, a Taiga far to the south, and a Mega Tree Plains to the south of the Quartz Desert to the west, which brings the total number of biomes that I've found up to 15:
Here is what I've explored underground so far, including a day-by-day animation starting from before I started caving; the Quartz Desert clearly stands out near the middle, including a relatively large cave within it (via the obsidian floor); not shown here is the way Rocky Mountains swaps stone and andesite (instead of mostly stone with pockets of andesite it is mostly andesite with pickets of stone) as I removed them from underground renderings for clarity. The pattern of exploration mainly reflects underground interconnections; nearly everything seen here is directly interconnected with the exception of a few surface caves, with widely separated areas within a session the result of returning to "return points" (many are visible as staircases to the surface, either a diagonal or spiral):
I've already mined more than 50,000 resources over this period (this does not including anything from before I started caving); the relative amounts of ores are pretty close to vanilla/TMCWv4, but rarer ores are slightly more common due to changes I made to ore distribution (in particular, there are additional ores added which only generate if exposed in caves, particularly diamond, redstone, and amethyst, where this is 25% of the normal generation). I've also already mined 4 times as much ruby ore as I did over 222 days of caving in TMCWv4, where I only found one relatively small Rocky Mountains (plus a "failed" biome which was smaller than many sub-biomes, which can happen between climate zone or land-ocean transitions) and this was the only "common" biome with ruby; I also doubled the number of veins per chunk (I initially added it as a fun thing to find, with a block as the only use; in TMCWv4.5 I added the ability for rubies to reduce the prior work penalty, making it much more valuable):
Some of the underground features I've found for the first time include a "double dungeon", a variant of dungeon with 2 spawners, each spawning a different type of mob, and 2-3 chests; in this case, skeletons and endermen, the latter of which are more dangerous as they will become hostile if the player comes within 8 blocks (as with looking at them wearing a pumpkin will prevent this); of course, they still have the weakens of 2 block high spaces; I got it under control by mining around the top and placing torches:
Also, one of the chests had some quite interesting loot - two eyes of ender, which have a 10% chance in place of ender pearls (stacks of 1 instead of 1-4); this makes it possible, as in vanilla 1.6.4, to find a stronghold and even get to the End without going to the Nether, but it would be quite difficult to find enough (these are the only ones I've found so far out of 33 normal dungeons and 1 double dungeon, of which an average of 1/11 or 3 spawners will have endermen, though I've found closer to 5):
Next I found a "spiral cave system", consisting of caves which form spirals of various pitch/diameters; while each individual cave forms a perfectly regular spiral they will intersect each other differently at each turn, giving the cave system more variety overall:
Notably, these were based on caves in "Triple Height Terrain", a mod I made in late 2013/early 2014, before TMCW; in this mod they were used to ensure that cave systems were vertically connected due to the ground depth (192 layers) and were the only caves that could appear on the surface.
After that I saw a zombie in full amethyst armor, the third such mob in either diamond or amethyst with the latter being 3 times rarer, but still more common than diamond armor in vanilla at maximum regional difficulty; speaking of which, I've spent more than 100 hours in this world, which means that the difficulty factor is now at its maximum and will remain there forever (moon phase still controls a few things like slime spawning in swamps).
I also saw a unique mob - an Autumnal Creeper, which exclusively spawn within Autumnal Forest, where their color blends in better, other than that, they have the same behavior as regular creepers and may drop a ruby as a rare drop, making it renewable (they were pretty much taken directly from the suggestion I based Autumnal Forest on, including the texture itself):
Notably, I also found another enchanted golden apple, the second one so far out of around 55 dungeon chests (based on the averages per dungeon, they can also be found much less often in mineshaft chests), while on average one can be found every 122 chests (the chance of two is slightly less than twice this as multiple can be found in one chest). Here is a list of the probabilities of golden apples, enchanted books, and amethyst horse armor for all structures, as well as vanilla dungeons:
Chance of a golden apple per chest is 0.59775%; average number per chest is 0.0059932
Chance of an enchanted book per chest is 46.57341%; average number per chest is 0.6011461
Average number of items per chest is 5.7796187
1.6.4 dungeon
Chance of a golden apple per chest is 5.7052%; average number per chest is 0.0585133
Chance of an enchanted book per chest is 5.70177%; average number per chest is 0.0585162
Average number of items per chest is 7.036046
TMCW dungeon
Chance of a golden apple per chest is 7.11163%; average number per chest is 0.0736319
Chance of a notch apple per chest is 0.81815%; average number per chest is 0.0082139
Chance of an enchanted book per chest is 19.73804%; average number per chest is 0.2184548
Chance of amethyst horse armor per chest is 2.6941%; average number per chest is 0.0272964
Average number of items per chest is 8.133591
TMCW mineshaft
Chance of a golden apple per chest is 1.66921%; average number per chest is 0.01682
Chance of a notch apple per chest is 0.18537%; average number per chest is 0.0018554
Chance of an enchanted book per chest is 3.64918%; average number per chest is 0.0371156
Chance of amethyst horse armor per chest is 0.46261%; average number per chest is 0.0046355
Average number of items per chest is 4.815632
TMCW nether dungeon
Chance of a golden apple per chest is 8.9778%; average number per chest is 0.093487
Chance of a notch apple per chest is 1.03483%; average number per chest is 0.0103977
Chance of an enchanted book per chest is 18.99545%; average number per chest is 0.2078465
Chance of amethyst horse armor per chest is 3.41074%; average number per chest is 0.034632
Average number of items per chest is 7.0364385
TMCW temple
Chance of a golden apple per chest is 9.44188%; average number per chest is 0.0991587
Chance of a notch apple per chest is 1.09374%; average number per chest is 0.0109998
Chance of an enchanted book per chest is 16.16486%; average number per chest is 0.1762921
Chance of amethyst horse armor per chest is 2.17815%; average number per chest is 0.0220282
Average number of items per chest is 6.062356
TMCW quartz pyramid
Chance of a golden apple per chest is 12.32231%; average number per chest is 0.1310438
Chance of a notch apple per chest is 1.44206%; average number per chest is 0.0145125
Chance of an enchanted book per chest is 29.78047%; average number per chest is 0.3500624
Chance of amethyst horse armor per chest is 2.87401%; average number per chest is 0.029134
Average number of items per chest is 8.132911
For comparison, in the latest vanilla version the chance of an enchanted golden apple in a dungeon chest is about 3.1%, or about 4 times more common, and more than half as common as normal golden apples in 1.6.4, 5.7% (which were even rarer in 1.5.2, just 0.6%). I also included enchanted books since this can give the probability of finding a particular enchantment; with an average of about 0.218 per dungeon chest and 27 different enchantments an average of 123.6 chests need to be searched to find a particular enchantment, including Smelting and Vein Miner, which can only be found in loot chests (maybe this is too rare, I did consider making them easier to find in some way; that said, I can still expect to find 5-6 of each if I find as many dungeons as I did in TMCWv4, plus more from other structures. This still means around 150 hours of caving per book, and Vein Miner can only be found at level 1). Another rare item is amethyst horse armor, with a 2.7% probability of being found in a dungeon chest (an average of 37 chests, which is less than I've found but I haven't found it so far).
I then found the largest cave that I've found so far in this world, with a volume of about 75,000 blocks, which is still small as far as these caves go, but larger than their average size (as an example, a 262,144 chunk area of a random seed had a total of 484 caves with a volume of at least 25,000; 160 had a volume of at least 75,000; 48 had a volume of at least 225,000 (another factor of 3 in size); and the largest had a volume of 655,000):
After that I came across a "vertical cave system", where all the caves go up/down at relatively steep and twisting angles; these screenshots are from the intersection of several of the larger caves, of which there are a total of 50-60 in various sizes and start/end points:
I then came across what has so far turned out to be a triple intersecting mineshaft complex, a rather unusual find given that mineshafts are spaced out, however, unlike vanilla the overlapping areas have been very small - in fact, I only recognized one because the wood type of the supports changed from spruce to jungle, and they only touched at the very ends without any actual overlap:
Also, this is the central room of one of the mineshafts in a large cave (part of which is also shown); as noted before, all parts generate wooden platforms over air and the only places they will be disrupted is where they caught fire:
One of the mineshafts, as well as another large cave, intersected a "jungle cave", a special cave structure which generates as an irregular room lined with cobblestone and filled with jungle vegetation which can be found under jungles and tropical swamps; both biomes also have random patches of grass on cave floors (tall grass/ferns are of a variant known as "cave grass", which can survive in the dark, unlike normal grass/ferns):
The part of the right side is a skylight which leads to the surface from the middle of a jungle cave, though about half of this cave had been overwritten by another cave (or more accurately, jungle caves do not overwrite air but the effect is the same, much as strongholds are commonly perceived to be overwritten by caves but they are just coded to not generate walls over air, while the interior parts remain intact):
Here is a list of everything that I've found so far:
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 two of the rarest and most valuable items in the game (TMCW) - amethyst horse armor and an enchanted book with Smelting, both of which can only be found in loot chests:
Similar to player/mob armor amethyst horse armor is an upgrade from diamond, offering 14 armor points for 56% damage reduction (unlike player armor I did not nerf lower tiers, diamond is still 11 points or 44%), which is still less than full iron player armor in vanilla or full diamond player armor in TMCW (both 60%; for players only each armor point is 3.33% damage reduction instead of 4% and diamond armor has 18 armor points instead of 20). All types of horse armor can also be enchanted with Protection enchantments for additional protection (with Protection IV and Feather Falling IV amethyst horse armor reduced general damage by 62.6% and fall damage by 37.5%; the latter is less effective than on player armor due to horses already having 50% resistance to fall damage, which effectively increases the total reduction to 68.75%). It also has 4 armor toughness against axes, the only damage source that has an armor penetration effect (besides sources that simply ignore it, like Poison), twice that of player armor due to only having one piece (in practice this has no meaning in singleplayer since zombies, the only mob that naturally spawns with or picks up axes, only attack players or mobs that can attack them).
Smelting causes iron and gold ores to drop ingots without needing to smelt them in a furnace, or manage multiple variants of ore blocks when exploring within multiple biomes with different biome-specific variants, as well as enabling Fortune to work on iron and gold, though it isn't a requirement since you can also use hammers to obtain raw iron and gold but they aren't as effective (average of 1.6 drops with Fortune III compared to 2.2 with Smelting).
I've considered using it on my main pickaxe, though this means I'd need to make a new one without Mending and use rubies to periodically lower the prior work penalty, which could be a good way to utilize both of these new mechanics (rubies lowering the penalty was added in TMCWv4.5 but I never used it); the repair cost of an amethyst pickaxe with Efficiency V, Unbreaking III, Smelting is the same as one with Mending instead, 43 levels, and increases by 2 per repair with each ruby reducing it by 6 levels for 3 repairs for 43, 45, and 47 levels per ruby, which itself costs 23 levels. While the overall cost is higher you get more XP per ore from Smelting, 1.5 (1-2) for iron and 3 (2-4) for gold, which are based off of the XP values for other ores and their relative abundances. The alternative, omitting Unbreaking instead, is not viable due to the need to repair it 4 times more often, both in terms of XP and resources (I'd have to spend nearly twice as much XP as I get while caving) so I'd spend about 4 times more XP). This also means that I'd return to the Nether to mine more quartz, something that I've only done in my first world when I built a secondary base out of quartz and needed more (otherwise, I've never went back to either the Nether or the End).
I also found a Luck of the Sea III book, which can only be put on a fishing rod with a book as I did not make them enchantable, and is required to catch any treasure at all (unlike 1.7, where it only increase the chance; one reason I did this was to nerf AFK fishing farms, which are nerfed already due to the fact that Mending can't automatically repair items, but you could still use cheap unenchanted fishing rods, which are cheap). Unlike Smelting you can also get LotS by enchanting books on the table or from trading (Mending is in between as it can be obtained by trading but not from the table):
To put the chances of finding these into perspective, there are an average of 0.2184548 enchanted books per dungeon chest and 27 enchantments, meaning that on average you need to find about 124 chests to find a particular enchantment, and about 73 dungeons based on an average of about 1.7 chests per dungeon (including "double dungeons"). The chance of a mineshaft chest is much lower (0.0371156 books per chest / 727 per enchantment, and about 145 mineshafts, which average about 5 chests).
I also found the second "double dungeon" that I've found so far, with zombies and spiders; compared to the first one it didn't spawn that many mobs until I lit it up:
I found these while exploring a massive mineshaft which will easily be the largest single mineshaft that I've ever explored, with over 750 rails collected so far, nearly as many as the largest mineshaft I found in TMCWv4:
Notably, the largest known mineshaft in TMCW is at -3864 56 in the seed "TMCWv45" in TMCWv4 / TMCWv4.5 and contains 724 structure pieces and was analyzed to have 1,638 rails, 21 chests, 16 spawners, and 7,225 blocks of corridors (4 fences per 5 block segment), plus additional length from crossings and stairways, based on an analysis in a Superflat world (the actual number of rails collected in an normal world (or with decorations) will be less since liquid springs destroy some of them; the best measure of size is the number of structure pieces but I didn't add this to CaveFinder until later on so I used rails while playing on TMCWv4, and there is a high correlation between the size and number of rails):
Air: 62577
Wood Planks: 6821
Fence: 5780
Rail: 1638
Web: 1479
Redstone Torch: 161
Dirt: 99
Minecart Chest: 21
Mob Spawner: 16
Corridor length = fences / 4 * 5 = 7225 blocks
Size: 213 x 223 x 37 blocks
A mineshaft this large is also truly exceptional; an analysis of half a million mineshafts in TMCWv5, which has a higher chance of larger sizes, failed to find any as large; also shown is data for vanilla 1.6.4 (the similar average sizes do not reflect the differences in size distribution; vanilla is much more tightly centered around the average even when just comparing "small" mineshafts in TMCW. The lower chance in TMCW, about 55% of vanilla, is due to the exclusion from regions of higher cave density and special cave systems, the base chance is otherwise about the same. 1.7 and later (up to at least 1.17) have a chance of 0.004):
For comparison, the largest mineshaft I found while playing on TMCWv4 (using that as the seed) had 336 structure pieces and 757 rails; I have a lot less data for my first world but the largest mineshaft I found on my last play streak had 185 structure pieces and 412 rails, since the majority of mineshafts in vanilla 1.6.4 are part of much larger complexes, some with a dozen individual mineshafts (my all-time record for the most rails collected in one day is over a thousand each on two consecutive days while exploring such a complex).
I've also found two more biomes; Mega Mixed Forest and Mesa, bringing the total up to 17, mostly within a single level 3 map (only 1024x1024 blocks). Mega Mixed Forest contains all the largest trees in TMCW; big oak (2x2), vanilla Mega Taiga (2x2 spruce), TMCW Mega Taiga (3x3 spruce), 2x2 jungle (without vines), big birch (2x2), Mega Tree (2x2), as well as smaller 1x1 variants:
Next to it is a Mega Tree Plains, with isolated Mega Trees, which as shown can reach the clouds from sea level (up to 64 blocks tall):
I haven't actually seen the mesa yet, other than on the map and small parts of the mineshaft that went into it (the stained clay layers go all the way down to bedrock with ores based on hardened clay); they can also contain a new variant of mineshaft, much like the ones added in 1.10; unlike 1.10 gold ore actually generates as part of their structure so it cannot be found anywhere else above the normal range deeper down, and they only generate pieces that have at least some obstruction to the sky, ignoring wood and transparent blocks (overall mineshaft generation was also broken in 1.10 due to a poor application of the exposure check, which I only apply to mesa surface mineshafts, and only in non-Superflat worlds; if you use the default preset and set the biome to mesa and add mineshafts both types fully generate floating in the air), and these are in addition to normal mineshafts deeper down (unaffected by the biome).
I took a screenshot of what it looks like outside my base every night/morning, with dozens of zombies accumulating in an attempt to reach the villagers inside (this is normal for 1.6, as shown in this Imgur album somebody else posted):
This behavior also led to an interesting experience I had while exploring a spiral cave system I'd previously missed in an area I'd otherwise fully explored (I came across a surface opening while coming back from another area and as I do when I've explored everything in the area I went down it; at first I thought it was fully isolated but I found a cave that led to the top of a ravine I'd explored before, which was hard to see from below). Due to the mob cap being concentrated within the cave system there were rentless waves of mobs, with about 450 mobs killed by the time I finished exploring it, and 629 for the day, the most in a single session so far in this world but far from any records (in TMCWv4 I killed 796 mobs while exploring a giant cave).
Here is an underground rendering and an in-game surface map of what I've explored so far; the huge mineshaft that I'm exploring is near the lower-right, extending into a mesa biome:
There is also a dark green forested biome to the south of my location which I suspect to be a Roofed Forest (dark oak leaves appear as darker green with little or no gaps), which can have woodland mansions, based on my own design and vastly more common than in vanilla; in fact, their grid size is only 14x14 chunks, compared to 80x80 in vanilla, which is 32.6 times the area per mansion. However, my mansions do have a failure rate of about 80% due to unsuitable terrain (too hilly; in vanilla you can find stuff like this) with an estimated frequency of one every 51,000 chunks (3600x3600 blocks) of land when factoring in the abundance of Roofed Forest, which is only about 1.9% of land despite being a "common" biome, and makes them the rarest structure by far (about 5 times rarer than desert temples, the most common "temple/scattered feature" structure. The most common structure per unit area of their respective biomes are jungle temples, at 2.56 times more common than in vanilla (based on a 32x32 chunk grid and 100% pass rate), with mansions around 1 and others ranging from 1.7-2.1. I have not found any surface structures other than a village, which themselves are about 2 times more common per spawn biome).
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 collected a total of 1,047 rails from the mineshaft that I found yesterday - surpassing the previous record (757 rails) by 38%; I analyzed the mineshaft and it had 351 structure pieces according to CaveFinder, while MCEdit found 1,142 rails when I analyzed the mineshaft in a Superflat world (some will be washed away and I do occasionally miss areas, and I usually don't collect the ones under minecarts):
(0:0),Air,33824
(1:0),Stone,1246440
(3:0),Dirt,80
(5:0),Wood Planks,3362
(30:0),Web,801
(52:0),Monster Spawner,6
(66:0),Rail,508
(66:1),Rail,629
(66:2),Rail,2
(66:6),Rail,1
(66:7),Rail,1
(66:9),Rail,1
(75:1),Redstone Torch (off),16
(75:2),Redstone Torch (off),15
(75:3),Redstone Torch (off),20
(75:4),Redstone Torch (off),26
(85:0),Fence,3228
MinecartChest,16
Size: 190 x 212 x 32 blocks
Corridor length: 4035 blocks (fences / 4 * 5)
I also found another "double dungeon" in the mineshaft, this one with witches and spiders; the walls include "compressed cobblestone", made with 4 cobblestone and using a slightly modified version of the cobblestone texture from before Beta 1.7 (comparison here):
After I finished exploring the mineshaft I started exploring into the mesa biome, which contains several new features in TMCWv5; as with other such biomes biome-specific blocks extend all the way down to bedrock with matching variants of ores (only based on regular hardened clay), with dirt and gravel replaced with a red variant of clay (the normal kind found underwater) and iron ore generating up to y=96, while mobs include red husks, red rabbits, and red silverfish, some of which are shown here:
As mentioned before, I plan to enchant a pickaxe with Efficiency V, Smelting, Unbreaking III before I continue caving (I returned to my base after I filled up my ender chest); another benefit that I did not mention before is that I no longer need to handle multiple variants of iron and gold while exploring between biomes with different underground blocks (stone, sandstone, and hardened clay around mesas), but you could also get around this by using a hammer, which causes all variants to drop the same "raw metal" item.
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 full-size version of the final frame as well as a rendering of the surface with unexplored chunks trimmed away (I used this tool to delete chunks without torches within 1 chunk) and an in-game map; even after this time I still haven't fully explored a single level 3 map (1024x1024 blocks) but I've found a tremendous variety in world generation within this relatively small area (as I've often pointed out, if I played in 1.7+ I'd probably only ever find a few relatively similar biomes unless I got lucky or used a specific seed):
Over this period I mined more than 100,000 ores and other "resource" blocks, which may sound extreme but I've been collecting this much for nearly as long as I've been playing with millions of resources accumulated in my first world alone:
Note that this only includes the days I spent caving, which amounts to about 2/3 of the total time I've spent on this world (30 out of 47 sessions), all of which are shown on this graph:
The interruption on Day 38 was due to returning to the Nether so I could make a new pickaxe with the Smelting book I found earlier (I've since found another one); this also shows just how much XP I may spend to enchant a single item, mostly in order to get a book with Unbreaking III (in retrospect it is probably a lot better to get a villager that sells it), and the resulting item was too expensive to repair even once until I used a ruby to lower the prior work penalty, which was 10 (5 workings, mostly due to combining 4 Efficiency III books to get Efficiency V); otherwise, I've been repairing it 3 times, then using a ruby to lower the penalty by 6 levels/3 workings before repairing it 3 more times, etc (each repair costs 43,45,47 levels, then a ruby costs 21 levels for an average of 2633 XP per repair, compared to 2177 XP per repair of my previous pickaxe, which always costs 43 levels due to Mending. This increased cost is made up for by the increased XP from iron and gold, amounting to 608 additional XP per day based on the 30 day average, and otherwise I get enough XP to repair it more than twice as often as needed):
Imagine not being able to repair items even once, which would have been the situation prior to 1.8 if renaming hadn't kept the cost from increasing - ironically, this "feature" was actually seen to be a bug (it seems like they wanted it to work as a one-time cost reduction, not permanently) but Mojang obviously knew that if they fixed it many people would be very upset due to the insane costs of trying to use any reasonably enchanted gear (then again, before anvils were added they couldn't be repaired at all and cost far more XP to make. Conversely, many people feel that the current vanilla implementation of Mending is too cheap, in particular, there is no penalty for more highly enchanted items, such as a higher/too expensive repair cost, as my implementation does, alternatively, you have to put in extra effort to use rubies as shown here, and even those will fail on very highly enchanted items, such as a maxed-out sword):
Note that the cost of a ruby is calculated as priorWorkReduction + enchantmentCount * 3 + priorWork for amethyst items (diamond multiplies enchantmentCount by 2 and other items by 1), thus a cost of 25 levels means that priorWork was 10 and the cost of the attempted repair above was 53 levels (the base cost is 43 levels, the same as if Smelting were replaced with Mending). priorWorkReduction is 6 for a priorWork of 6 or higher, otherwise it is the same as priorWork (using two rubies would have cost 38 levels, or 6 + 4 + 3 * 3 * 2 + 10; the enchantmentCount is multiplied by the number of rubies):
One ruby still leaves a penalty of 4 but I didn't use another one until I'd repaired it once to take full advantage of it, after which I've gone through a cycle of 3 repairs per ruby:
Notably, I found a biome that I've never found before despite being added to the first version of TMCW, nearly 8 years ago, and exploring on the order of 100,000 chunks across 4 previous worlds - Ice Hills, a sub-biome of Ice Plains which appears as a hill covered with ice with packed ice below, and less commonly, a full-size biome, with an overall frequency of about 0.4% of land, which is actually not so rare (Extreme Savanna Mountains is about as common and I found 3 of them in TMCWv4 and one in this world, and since it often generates within a larger, more common biome the frequency of its parent biome is more closely related to how hard it is to find):
Below the Ice Hills, as also shown above, was a huge complex of intersecting caves and ravines which went all the way from the surface down to lava level, with either visible from the other:
I also explored most of the mesa biome I'd found earlier, which had several Mesa Plateau Forest biomes, a new biome I added based on what was called Mesa Plateau F in 1.7 (for whatever reason they simply used letters to denote variations of biomes in 1.7; Savanna M corresponds to Savanna Mountains IN TMCW, though technically M stood for Mutated in the code, or at least that's what MCP used to describe such biomes), and another huge mineshaft with 740 rails and 324 structure pieces only 200 blocks to the west of the previous one (so far, mineshafts in this world have been much larger than average, averaging 410 rails compared to an average of about 300 per mineshaft in TMCWv4 and vanilla; while they vary more in size in TMCW the average size is about the same as vanilla):
In the distance is a Roofed Forest, as I suspected from the appearance on the map:
The wood type isn't the only part of a mineshaft that varies with the biome; the floor of the central room may also include biome-specific blocks. I did not find one but mesas also have mineshafts above sea level which are smaller than normal mineshafts and are made out of spruce wood and contain gold ore as part of the structure (it cannot be found anywhere else above the normal layers deeper down; conversely, iron ore generates everywhere above sea level in the same concentration as below):
Here are more screenshots I took of various terrain and other things:
A double dungeon with skeleton and zombie spawners:
A near-triple dungeon (normal dungeon near a double dungeon; I actually have found a "triple dungeon" before; "double double dungeons" with 4 spawners are also possible):
A couple brown bears, one of three variants in TMCW (brown, polar, and black); as in vanilla they will become hostile if you get too close to them and there is a baby bear but they long since grew up (black bears, which spawn in Autumnal Forest, are always hostile and never spawn as babies):
A zombie in diamond armor; note that I took two screenshots so the second one shows the time since I have found two in a single day before:
Another zombie (or husk) in amethyst armor, which dropped its chestplate:
A relatively mild Forest Mountains biome, in sharp contrast to the one I found on the way to the stronghold which reached y=189:
A double cave spider spawner; of interest, this is an intentional feature which replaces a world generation glitch which occurred in versions without structure saving (prior to 1.6.4 or my modded versions, which disable it for mineshafts to get around MC-33134) when a cave spider spawner corridor was generated across multiple sessions (the game places a spawner in the first part to be generated and unless whether it was placed is saved it may place another spawner the next time the world is loaded and the rest of the corridor is generated. Even with structure saving the position of the spawner depends on the order chunks were generated in, which does not occur in TMCW as the location is defined within the structure map, not during chunk population):
A Birch Forest, with Birch Forest Hills with tall birches near the center (unlike vanilla's Birch Forest Hills M this is not a separate biome, there is a 1/3 chance of a 2x2 chunk region of Birch Forest Hills having taller trees), and a Poplar Grove sub-biome near the right side; some of the trees may also include larger variants, including rare 2x2 trees:
During one recent play session I killed a total of 767 mobs while exploring into an area that had been mostly explored around it:
Another Roofed Forest and an interesting looking large cave opening (I haven't explored it yet as it is off the edge of the current map):
A large cave I just found but haven't explored yet:
Also, I've been testing an interesting change to game mechanics (this has not been publicly released yet) - splitting the hostile mob cap into separate "cave" and "surface" caps, similar to how Bedrock Edition works, but without the absolutely dismal spawn rates and mob caps it has (a 11/2000 chance of spawning mobs per chunk per tick compared to a 1/4 chance in TMCW and 1/1 chance in vanilla (the difference between TMCW and vanilla is not noticeable outside of mob farms); and cave/surface mob caps of only 8(!) instead of 70, all in the name of performance when Bedrock should be able to handle far more than Java).
In particular, I increased the overall hostile mob cap to 105 with the cave/surface caps set to 70, the original mob cap, and the game always tries to keep the cave cap full so at night there are about 35 mobs on the surface, rising to up to 70 if the cave cap can't be kept full. This replicates the situation of disabling the day/night cycle with the time always being day, which I've done before to force mobs to always spawn underground; for comparison, in vanilla about 2/3 of the mob cap spawns on the surface at night, significantly reducing the number of mobs underground:
TMCW with the new changes in effect:
For comparison, this is a Superflat world with no caves; the surface cap is completely full while the cave cap is completely empty; you can also see that virtually all server-side entities are also on the client (E: 83, only 3 less than mob counts), indicating that they are within 80 blocks of the player (the example above is skewed by passive mobs spawned during world generation):
This shows how mobs are counted towards the caps; if a mob is below sea level (the top of the highest non-air layer in Superflat) or the sky light level is 0 it is counted towards the cave cap, surface otherwise:
Also, while the average of 35 surface mobs is less than in vanilla I still killed 76 mobs within the 8 minute duration of a potion of Night Vision, and with minimal time in the world (the follow range of zombies increases from 30 as time progresses, up to 60 on Normal and 75 on Hard, compared to a randomized difficulty-independent 40-100 in vanilla, so they will become a greater proportion of mobs encountered). This is because mobs spawn closer to the player; assuming a flat surface the difference in density is (128^2 - 24^2) / (96^2 - 16^2) = 1.76, or the equivalent of 62 mobs. Also, mobs start spawning faster as night falls since mobs in caves don't need to despawn:
One reason for this change is because I've noticed that there have been less mobs than expected; in TMCWv4 I averaged 438 mobs per play session over a 30 day period (mentioned at the beginning), compared to 365 so far in this world; this may already seem like a lot, and is compared to the average of 337 per session over a 4 month period in my first world, but fighting mobs is one of the things I find fun about caving. The most likely explanation is a higher volume of caves, which average more than double the volume of vanilla 1.6.4 and 42% more volume than TMCWv4 and even exceeds the volume in Double Height Terrain (128 blocks deep), if not necessarily having that much more surface area, which is what affects mob density:
A 6144x6144 map of the seed "6511199847387183207" in TMCWv5; the total air volume within this area was 233 million blocks, of which "special" caves, shown separately below, took up 146 million, and of this about 13 million was within 8 giant cave regions (one partly cut off) and 1.1 million within the largest single cave, a bit to the north of center. For comparison, the average volume within such an area in vanilla 1.6.4 is about 103 million blocks (this is greater than the average volume of "normal" caves, as well as mineshafts, in TMCWv5, about 87 million without accounting for overlap):
I still haven't found any extremely large caves yet (the largest sizes only generate more than 512 blocks from the origin, which covers much of the current map) but have found more than I did over the same time in TMCWv4:
65 normal dungeons
40 ravines
16 vertical pit caves
13 mineshafts
9 large caves (volume >= 25000)
6 large cave systems (the sort of swiss cheese cave found prior to 1.7)
5 double dungeons
5 maze cave clusters
4 large ravines (volume >= 25000)
4 random cave clusters
4 ribbed tunnel cave clusters
4 spiral cave systems
3 circular room cave clusters
3 ravine cave clusters
3 toroidal caves
2 ravine cave systems
2 vertical cave systems
1 CRM combination cave system
1 fossil
1 jungle cave
1 maze cave system
1 random cave system
1 stronghold (with eye of ender)
1 vertical cave cluster
1 village (1 Meadow)
1 zigzag cave cluster
1 zigzag cave system
(198 individual structures/caves)
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?
Probably you know this already, but if you have a villager you've never traded with, you can isolate him, and repeatedly place a lectern and destroy it until a mending trade shows up since mending is a treasure enchantment but can still be selected for a novice Librarian.
That only works in 1.14 or later; despite having features similar to ones found in newer versions TMCW is based on 1.6.4, including many of the same mechanics - a villager was born into a randomly chosen profession and that was it, nor did blocks like lecterns exist and while I've added some 1.14+ blocks like barrels and composters they have no role in villager mechanics, which have only been slightly changed by adding some new trades (e.g. carrots, potatoes) and changing some others (e.g. eyes of ender to ender pearls, more expensive diamond gear) and fixing bugs (it was easier to get Mending in TMCWv4 in part because villagers could change existing enchanted book offers if they rolled a cheaper trade and I had not increased the cost so it could cost as little as 5 emeralds).
Likewise, my version of Mending is only similar to 1.9's in name and allowing you to indefinitely repair an item - instead of directly repairing items with XP you pick up it stops the prior work penalty from increasing when you repair the item in the anvil, much as renaming does in vanilla 1.6.4. Amethyst has no relation whatsoever to the material in current vanilla versions, nor is its position as a tier beyond diamond, or the nerfing of lower tiers (amethyst and netherite deal the same damage as diamond did before 1.9) in any way related to netherite (I added it in TMCWv2, released in 2014, with no changes since then aside from slight adjustments to armor protection values); TMCW's stalagmites and stalactites are completely unrelated to vanilla's dripstone (TMCWv5 was not released until early this year but I'd actually added them back in 2018); many world generation changes, like more varied terrain, better mountains/rivers/beaches, and of course the underground are all totally unrelated (my first mods that increased the size and variation of caves date back to late 2013, I even made "double/triple height terrain" mods that made the ground 2-3x deeper back then, much like 1.18 did, but decided that a more horizontally oriented underground was better), and so on.
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'm sorry I was supposing, without any proof, that you started a new world to play the latest 1.18.
A lot of that was due to a single large cave, with 370 mobs killed by the time I finished lighting it up; this was the first thing I explored so all the statistics are from the cave, which yielded 492 ores - when considering my average ores mined/mob kills ratio and ores mined/time it is simply not worth exploring one of these caves for the resources and I have to wonder what Mojang did in 1.18 to warrant reducing ore exposure - even without the recent changes I made to mob spawning I've killed as many as 600 mobs within a single cave and 834 mobs isn't even a record, and even with vanilla mob spawning I've killed as many as 648 mobs (both of these cases were under an ocean, with similar results as my recent spawning changes as there were no surface spawns; the overall rates were lower though since I spent more time playing), and making mobs only spawn in complete darkness wouldn't have much of an effect since even in TMCW they can't spawn less than 16 blocks away, 24 in vanilla (I did lower the threshold from 7 to 5 to match cave maps, which show 6 and higher):
Also, I found another biome for the first time ever, Ice Plains Spikes, which was added back in TMCWv3; similar to Ice Hills it is most commonly found as a sub-biome within Ice Plains while a full-size variant can also be found; there is also an extremely large cave below it, so large the far end went out of render distance, which will certainly make it the largest cave I've found by far (similar caves in TMCWv4 had volumes of over 200,000 blocks), I have not explored it yet since it is off the eastern edge of the map so I haven't analyzed it to see how large it is (I generally don't explore past the edge of the current map unless the cave/ravine/mineshaft I'm exploring started within it):
The entire area around the caves was within a region of increased vanilla cave width with the majority of caves being like the ones shown here; I thought the densest area was a "large cave cave system" but it just turned out to be a larger vanilla-style cave (most normal caves are based on the same size/chance parameters as vanilla 1.6.4 but have various factors changed to vary width, length, curviness, and more):
This is the same ravine that was shown intersecting the huge cave in the previous spoiler, the second time recently that I've found caves exposing low-level lava to the surface (I've never found such an occurrence in my first world, with around 120,000 chunks explored, unless you count cave-ins below the seafloor):
Continuing the trend for this world, there was also yet another huge mineshaft within the area, the second largest one I've found so far and the third with more than 300 structure pieces:
For comparison, each of 3 other seeds had 3-6 such large mineshafts within a 1536 block radius of 0,0, an area about 10 times larger than what I've explored so far, and only one was within that area (within or just outside of 512 blocks of 0,0):
I had a run-in with a new mob; Black Bear, an always-hostile variant which spawns in Autumnal Forest, there are also Polar Bears that spawn in snowy biomes so I may see one in the Ice plains Spikes and surrounding Ice Plains (I didn't see any in the first Ice Plains I found):
I also saw a skeleton in diamond armor for the first time in this world; while they have the same armor chances as zombies they are much rarer since they don't have the pathfinding range that zombies have (this is the only reason why zombies are much more common, they have the same spawn probabilities as skeletons, creepers, and spiders, the latter made rarer due to requiring a 3x3 area):
Also, this is a slice of the world at layer 21 in Minutor, where many of the largest caves stand out (their starting altitude is always between 15-39):
I also analyzed the trimmed world in MCEdit, minus the area around the stronghold (this is technically not something I explored while caving); the number of "future blocks" stands out, as do the number of variants, with a total of 446 different blocks in this world, most of which are I added, many of the vanilla blocks listed are not the same either (e.g. "redstone torch (off)" are either "dim torches" (DVs 0-7, which replace the actual redstone torches that previously generated in mineshafts) or "fake torches" (DV 8-15, which appear identical to real torches (ID 50) but do not appear on cave maps or MCMap renderings. Actual redstone torches now use the ID used by the "on" state for both "off" and "on" states, as do many other blocks that formerly used separate blocks for different states, such as redstone lamps, pumpkins/jack-o-lanterns, and furnaces):
(0:0),Air,179600209
(1:0),Stone,31795244
(1:1),Stone,2717682
(1:3),Stone,3145981
(1:5),Stone,13559466
(1:8),Stone,533818
(1:15),Stone,2132
(2:0),Grass,633253
(2:1),Grass,2372
(3:0),Dirt,5086865
(3:1),Dirt,12762
(4:0),Cobblestone,40443
(4:1),Cobblestone,493
(5:0),Wood Planks,16629
(5:1),Wood Planks,8764
(5:2),Wood Planks,3574
(5:3),Wood Planks,9691
(5:4),Wood Planks,1088
(7:1),Bedrock,710356
(7:2),Bedrock,153771
(7:3),Bedrock,2367
(7:4),Bedrock,1635
(7:6),Bedrock,39362
(7:7),Bedrock,6886
(7:8),Bedrock,69687
(9:0),Water,503474
(11:0),Lava,182230
(12:0),Sand,138835
(12:1),Sand,568852
(13:0),Gravel,788886
(13:1),Gravel,745097
(14:0),Gold Ore,27357
(14:1),Gold Ore,189
(14:2),Gold Ore,2278
(14:4),Gold Ore,1271
(14:5),Gold Ore,115
(14:6),Gold Ore,32
(15:0),Iron Ore,285323
(15:1),Iron Ore,2457
(15:2),Iron Ore,24201
(15:4),Iron Ore,18911
(15:5),Iron Ore,701
(15:6),Iron Ore,433
(16:0),Coal Ore,569881
(16:1),Coal Ore,4178
(16:2),Coal Ore,40928
(16:4),Coal Ore,30275
(16:5),Coal Ore,1092
(16:6),Coal Ore,743
(17:0),Wood,41127
(17:1),Pine Wood,64326
(17:2),Birch Wood,20004
(17:3),Jungle Wood,20003
(17:12),Wood,27503
(17:13),Wood,18030
(17:14),Wood,9650
(17:15),Wood,8028
(18:0),Leaves,482456
(18:1),Pine Leaves,383334
(18:2),Birch Leaves,230867
(18:3),Jungle Leaves,101237
(18:4),Leaves (Permanent),4
(18:5),Pine Leaves (Permanent),4
(18:8),Leaves (Decaying),2
(21:0),Lapis Lazuli Ore,15067
(21:1),Lapis Lazuli Ore,122
(21:2),Lapis Lazuli Ore,1155
(21:4),Lapis Lazuli Ore,688
(21:5),Lapis Lazuli Ore,51
(21:6),Lapis Lazuli Ore,30
(22:0),Lapis Lazuli Block,11
(24:0),Sandstone,8208
(24:4),Sandstone,71039
(26:2),Bed,1
(26:10),Bed,1
(30:0),Web,5140
(31:0),(Unused Shrub),57984
(31:1),Tall Grass,4766
(31:2),Fern,419
(31:3),(Unused Shrub),425
(32:0),Dead Shrub,1413
(35:0),White Wool,5
(35:15),Black Wool,3
(37:0),Flower,1277
(37:1),Flower,252
(37:2),Flower,257
(37:3),Flower,171
(37:4),Flower,164
(37:5),Flower,4
(37:6),Flower,175
(37:7),Flower,246
(37:8),Flower,250
(37:9),Flower,213
(37:10),Flower,236
(37:11),Flower,218
(37:12),Flower,226
(37:13),Flower,225
(37:14),Flower,217
(37:15),Flower,239
(38:0),Rose,1021
(39:0),Brown Mushroom,2714
(39:1),Brown Mushroom,740
(39:2),Brown Mushroom,864
(39:3),Brown Mushroom,821
(39:4),Brown Mushroom,895
(40:0),Red Mushroom,1
(41:0),Block of Gold,4
(42:0),Block of Iron,15
(43:0),Double Stone Slab,11
(43:7),Double Stone Slab,91
(43:15),Double Stone Slab,952
(44:7),Stone Slab,110
(47:0),Bookshelf,4
(47:13),Bookshelf,15
(48:0),Moss Stone,3650
(49:0),Obsidian,52338
(50:1),Torch,1803
(50:2),Torch,1741
(50:3),Torch,1718
(50:4),Torch,1630
(50:5),Torch,28518
(52:0),Monster Spawner,49
(53:2),Wooden Stairs,33
(53:3),Wooden Stairs,33
(53:8),Wooden Stairs,77
(53:9),Wooden Stairs,92
(53:10),Wooden Stairs,58
(53:11),Wooden Stairs,39
(54:2),Chest,56
(54:3),Chest,51
(54:4),Chest,45
(54:5),Chest,44
(56:0),Diamond Ore,6618
(56:1),Diamond Ore,67
(56:2),Diamond Ore,561
(56:4),Diamond Ore,373
(56:5),Diamond Ore,25
(56:6),Diamond Ore,27
(57:0),Block of Diamond,1
(58:0),Crafting Table,4
(59:7),Crops,84
(60:7),Farmland,160
(62:2),Lit Furnace,1
(62:5),Lit Furnace,20
(64:0),Wooden Door,3
(64:1),Wooden Door,9
(64:2),Wooden Door,1
(64:3),Wooden Door,4
(64:8),Wooden Door,14
(64:9),Wooden Door,3
(65:2),Ladder,34
(65:3),Ladder,28
(65:4),Ladder,48
(65:5),Ladder,39
(66:0),Rail,787
(66:1),Rail,717
(66:5),Rail,1
(66:8),Rail,1
(66:9),Rail,1
(67:0),Stone Stairs,4
(67:1),Stone Stairs,9
(67:2),Stone Stairs,23
(67:3),Stone Stairs,36
(68:3),Wall Sign,6
(68:4),Wall Sign,4
(68:5),Wall Sign,1
(71:1),Iron Door,3
(71:2),Iron Door,1
(71:3),Iron Door,4
(71:8),Iron Door,6
(71:9),Iron Door,2
(72:2),Wooden Pressure Plate,4
(73:0),Redstone Ore,55099
(73:1),Redstone Ore,430
(73:2),Redstone Ore,4606
(73:4),Redstone Ore,2650
(73:5),Redstone Ore,138
(73:6),Redstone Ore,108
(75:1),Redstone Torch (off),189
(75:2),Redstone Torch (off),180
(75:3),Redstone Torch (off),179
(75:4),Redstone Torch (off),188
(75:9),Redstone Torch (off),12
(75:10),Redstone Torch (off),7
(75:11),Redstone Torch (off),7
(75:12),Redstone Torch (off),8
(75:13),Redstone Torch (off),8
(77:1),Button,1
(77:2),Button,1
(77:3),Button,7
(77:4),Button,7
(78:0),Snow Layer,50972
(79:0),Ice,19071
(80:0),Snow,82783
(81:0),Cactus,156
(81:8),Cactus,311
(82:0),Clay,7697
(82:1),Clay,154508
(83:0),Sugar Cane,173
(84:0),Jukebox,1
(85:0),Fence,11443
(85:1),Fence,5480
(85:2),Fence,3199
(85:3),Fence,7234
(85:4),Fence,806
(87:0),Netherrack,1
(88:0),Soul Sand,1
(89:0),Glowstone,1
(89:1),Glowstone,163
(91:0),Jack-o'-Lantern,15
(91:1),Jack-o'-Lantern,15
(91:2),Jack-o'-Lantern,22
(91:3),Jack-o'-Lantern,16
(91:4),Jack-o'-Lantern,18
(91:8),Jack-o'-Lantern,2
(92:0),Cake,1
(95:3),Locked Chest,1
(97:0),Hidden Silverfish (Smooth Stone),20358
(97:6),Hidden Silverfish (Smooth Stone),2146
(97:7),Hidden Silverfish (Smooth Stone),2014
(97:8),Hidden Silverfish (Smooth Stone),2464
(98:0),Stone Bricks,5463
(98:1),Mossy Stone Bricks,1062
(98:2),Cracked Stone Bricks,1088
(98:3),Circle Stone Bricks,56
(99:0),Huge Brown Mushroom,20
(99:1),Huge Brown Mushroom (Northwest),192
(99:2),Huge Brown Mushroom (North),165
(99:3),Huge Brown Mushroom (Northeast),194
(99:4),Huge Brown Mushroom (West),161
(99:5),Huge Brown Mushroom (Top),584
(99:6),Huge Brown Mushroom (East),158
(99:7),Huge Brown Mushroom (Southwest),190
(99:8),Huge Brown Mushroom (South),159
(99:9),Huge Brown Mushroom (Southeast),190
(99:10),Huge Brown Mushroom (Stem),296
(99:11),Huge Brown Mushroom,81
(100:0),Huge Red Mushroom,10
(100:1),Huge Red Mushroom (Northwest),152
(100:2),Huge Red Mushroom (North),124
(100:3),Huge Red Mushroom (Northeast),151
(100:4),Huge Red Mushroom (West),121
(100:5),Huge Red Mushroom (Top),478
(100:6),Huge Red Mushroom (East),121
(100:7),Huge Red Mushroom (Southwest),151
(100:8),Huge Red Mushroom (South),121
(100:9),Huge Red Mushroom (Southeast),151
(100:10),Huge Red Mushroom (Stem),218
(100:11),Huge Red Mushroom,53
(102:0),Glass Pane,447
(103:0),Watermelon,31
(106:0),Vines,627
(106:1),Vines,27367
(106:2),Vines,19882
(106:3),Vines,1610
(106:4),Vines,26740
(106:5),Vines,1551
(106:6),Vines,1715
(106:7),Vines,180
(106:8),Vines,19250
(106:9),Vines,1852
(106:10),Vines,584
(106:11),Vines,131
(106:12),Vines,1696
(106:13),Vines,308
(106:14),Vines,158
(106:15),Vines,120
(107:0),Fence Gate,5
(107:1),Fence Gate,1
(107:2),Fence Gate,5
(107:3),Fence Gate,1
(109:0),Stone Brick Stairs,1
(109:1),Stone Brick Stairs,2
(109:2),Stone Brick Stairs,1
(109:3),Stone Brick Stairs,5
(115:3),Nether Wart,1
(116:0),Enchantment Table,1
(117:0),Brewing Stand,1
(121:0),End Stone,1
(122:0),Dragon Egg,1
(125:0),Oak-Wood Double Slab,1
(126:0),Oak-Wood Slab,25
(127:8),Cocoa Plant,53
(127:9),Cocoa Plant,55
(127:10),Cocoa Plant,53
(127:11),Cocoa Plant,50
(129:0),Emerald Ore,3946
(130:4),Ender Chest,1
(133:0),Block of Emerald,1
(136:1),Jungle-Wood Stairs,93
(136:3),Jungle-Wood Stairs,4
(136:5),Jungle-Wood Stairs,3
(140:0),Flower Pot,3
(140:1),Flower Pot,3
(141:7),Carrots,14
(142:7),Potatoes,62
(146:4),Trapped Chest,3
(152:0),Block of Redstone,15
(155:0),Block of Quartz,101
(155:1),Block of Quartz,110
(155:2),Block of Quartz,252
(155:3),Block of Quartz,7
(155:4),Block of Quartz,1
(156:0),Quartz Stairs,24
(156:1),Quartz Stairs,34
(156:2),Quartz Stairs,36
(156:3),Quartz Stairs,34
(156:4),Quartz Stairs,4
(159:0),Future Block!,1071
(159:1),Future Block!,15
(159:4),Future Block!,786
(159:8),Future Block!,340
(159:12),Future Block!,137
(159:14),Future Block!,885
(160:0),Future Block!,171
(161:0),Future Block!,98883
(161:2),Future Block!,52188
(161:3),Future Block!,6748
(162:0),Future Block!,3444
(163:6),Future Block!,95
(163:7),Future Block!,4
(163:8),Future Block!,1
(163:9),Future Block!,4
(163:10),Future Block!,5
(163:11),Future Block!,4
(163:12),Future Block!,1
(163:13),Future Block!,4
(163:14),Future Block!,5
(164:0),Future Block!,25
(164:1),Future Block!,206
(164:2),Future Block!,163
(164:3),Future Block!,200
(164:4),Future Block!,162
(164:5),Future Block!,476
(164:6),Future Block!,158
(164:7),Future Block!,203
(164:8),Future Block!,159
(164:9),Future Block!,198
(164:10),Future Block!,289
(164:11),Future Block!,89
(165:0),Future Block!,5
(165:1),Future Block!,179
(165:2),Future Block!,141
(165:3),Future Block!,178
(165:4),Future Block!,142
(165:5),Future Block!,388
(165:6),Future Block!,142
(165:7),Future Block!,179
(165:8),Future Block!,142
(165:9),Future Block!,179
(165:10),Future Block!,259
(165:11),Future Block!,107
(166:0),Future Block!,25
(166:1),Future Block!,172
(166:2),Future Block!,152
(166:3),Future Block!,172
(166:4),Future Block!,152
(166:5),Future Block!,600
(166:6),Future Block!,152
(166:7),Future Block!,170
(166:8),Future Block!,152
(166:9),Future Block!,172
(166:10),Future Block!,292
(166:11),Future Block!,98
(167:6),Future Block!,19
(167:7),Future Block!,20
(167:8),Future Block!,15
(168:0),Future Block!,375220
(168:1),Future Block!,3657455
(168:2),Future Block!,1284506
(168:3),Future Block!,327562
(168:4),Future Block!,235899
(168:5),Future Block!,336645
(168:6),Future Block!,318447
(168:7),Future Block!,235633
(168:8),Future Block!,308421
(168:12),Future Block!,100343
(168:13),Future Block!,97244
(172:0),Future Block!,4130
(173:0),Future Block!,15
(174:0),Future Block!,7426
(175:0),Future Block!,504
(175:1),Future Block!,324
(175:2),Future Block!,27974
(175:3),Future Block!,8392
(175:4),Future Block!,300
(175:5),Future Block!,372
(175:6),Future Block!,6
(176:12),Future Block!,1
(178:0),Future Block!,1
(180:0),Future Block!,145
(180:4),Future Block!,144
(180:8),Future Block!,110
(181:0),Future Block!,15941
(182:0),Future Block!,1
(185:0),Future Block!,2746
(185:1),Future Block!,45
(185:2),Future Block!,130
(185:4),Future Block!,112
(185:5),Future Block!,28
(185:8),Future Block!,6528
(185:9),Future Block!,115
(185:10),Future Block!,262
(185:12),Future Block!,228
(185:13),Future Block!,31
(186:0),Future Block!,1566
(186:1),Future Block!,16
(186:2),Future Block!,102
(186:4),Future Block!,76
(186:5),Future Block!,28
(186:8),Future Block!,3622
(186:9),Future Block!,32
(186:10),Future Block!,206
(186:12),Future Block!,158
(186:13),Future Block!,26
(187:0),Future Block!,217
(187:1),Future Block!,1
(187:2),Future Block!,16
(187:4),Future Block!,4
(187:5),Future Block!,6
(187:8),Future Block!,472
(187:9),Future Block!,5
(187:10),Future Block!,34
(187:12),Future Block!,3
(187:13),Future Block!,1
(188:0),Future Block!,8708
(188:1),Future Block!,91
(188:2),Future Block!,82
(188:3),Future Block!,92
(188:4),Future Block!,97
(188:5),Future Block!,100
(188:6),Future Block!,80
(188:7),Future Block!,82
(188:8),Future Block!,84
(188:9),Future Block!,64
(188:10),Future Block!,66
(191:5),Future Block!,170
(192:0),Future Block!,10560
(192:1),Future Block!,10489
(192:2),Future Block!,10557
(192:3),Future Block!,10311
(200:0),Future Block!,1294
(200:1),Future Block!,16
(200:2),Future Block!,82
(200:4),Future Block!,79
(200:6),Future Block!,1
,,
,<Entities>,1568
Arrow,Arrow,1
Bat,Bat,15
Bear,Bear,15
Chicken,Chicken,230
Cow,Cow,180
Creeper,Creeper,16
Enderman,Enderman,1
Fish,Fish,10
Horse,Horse,10
Item,Arrow,5
Item,Bone,5
Item,Bow,2
Item,Egg,82
Item,Glass Bottle,1
Item,Gravel,1
Item,Gunpowder,3
Item,Iron Leggings,1
Item,Rotten Flesh,15
Item,Slimeball,11
Item,Spider Eye,1
Item,String,3
Item,Sugar,1
ItemFrame,ItemFrame,10
MinecartChest,MinecartChest,162
Ozelot,Ozelot,62
Painting,Painting,2
Pig,Pig,159
Rabbit,Rabbit,169
Sheep,Sheep,263
Silverfish,Silverfish,1
Skeleton,Skeleton,25
Spider,Spider,3
Squid,Squid,16
Villager,Villager,13
Witch,Witch,2
Wolf,Wolf,1
XPOrb,XPOrb,7
Zombie,Zombie,64
,,
,<TileEntities>,391
Barrel,Barrel,100
Cauldron,Cauldron,1
Chest,Chest,199
EnchantTable,EnchantTable,1
EnderChest,EnderChest,2
FlowerPot,FlowerPot,6
Furnace,Furnace,21
MobSpawner,MobSpawner,49
RecordPlayer,RecordPlayer,1
Sign,Sign,11
The complexity of TMCWv5 can also be seen in the size on disk; the largest region files exceed 8 MB and average larger than even TripleHeightTerrain, despite the latter having 3 times the ground depth, which is due to the much more complex nature of chunks (even just lighting up caves has a noticeable impact due to the much more complex lightmap data being harder to compress, thus this is not representative of a "fresh" world, or one that hasn't had the extensive cave exploration that I do):
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?
After spending a couple days exploring the remaining explorable parts of the map centered at 0,0 (a couple areas in the northeast and southeast are still unexplored as I found no caves leading into those areas) I've started exploring the massive cave I found earlier, which is easily the largest single cave that I've ever explored in any world - it is so massive that that the part I've explored so far can't be seen from the surface opening that was my first view of the cave, and likewise, from where I've been exploring only the very edge of a giant lava sea can be seen - and even from the edge of that area the far end still fades away into the distance:
Note that the sunlight on the left side is from a different surface opening than the one from which I first saw the cave:
The huge mushrooms near the left side may be the ones just visible in the far distance (near top-center) in this screenshot I took when I first found the cave; I revisited it later but couldn't see any light from the part I've explored so far:
There was also most of a mineshaft suspended in the cave, giving you an idea of just how large it is, especially given that mineshafts can't generate within 6 chunks of the start of the largest caves (in this case, the intersection of 3 or 4 main tunnels, which may or may not be distinctly separated, in this cave them seem to be as one screenshot shows what looks like a triple intersection), yet the central room was entirely within the cave:
For comparison, this was the largest single cave I found in TMCWv4, with a volume of 252,000 blocks; I say "single cave" since the largest underground feature I found, a giant cave region, had a volume of 1.26 million blocks, which is larger than the largest known single cave, about 1.1 million:
I've found three more biomes, bringing the total up to 27 - including yet another biome that I never found before despite being added in TMCWv1, TMCW Mega Taiga, which has huge 3x3 spruce trees up to 40 blocks tall and with up to 500 wood; this is also the first time I've found a full-size Frozen Lake biome, which can also be found as smaller sub-biomes within snowy biomes in a similar manner as Lake:
Frozen Lake, with numerous polar bears, which can uniquely spawn on ice; in the distance is a Winter Forest, which I'd previously found when I found a stronghold (a different biome to the north, this is one of three biomes that I've found at least twice so far):
TMCW Mega Taiga, my own implementation of Mega Taiga, and originally named just that, before I added the "vanilla" variants from 1.7 with 2x2 trees, podzol, and coarse dirt:
Despite never having found it before* TMCW Mega Taiga is not a rare biome but is is much more common within "cold" climate zones, as appears to exist to and near the east of what I've explored so far, possibly extending as far west as 0,0 since Rocky Mountains (not strictly a "cold" biome) is also more common (unlike 1.7 climate zones are much smaller and less well-defined; they make their respective biomes more common and only exclude the opposite extreme, while all other biomes can be found within them, as well as within "normal" climate areas which are the majority of the world). There may also be a "hot" climate zone to the west, though the presence of Quartz Desert and Mesa may be coincidental (in TMCWv4 I found a lot of cold biomes to the south of spawn but it was normal):
*There is actually a TMCW Mega Taiga in the world I made with TMCWv2 but I never saw it while playing on the world (it is just above the mesa in the top-right):
While I've gone quite far from my base the use of a double chest sized ender chest means I don't have to travel back as often (roughly half as often), giving me less incentive to build a secondary base and railway but I'll eventually make one (in early worlds I used a backpack mod and never made any secondary bases as I had multiple double chests of storage, I also never made any in TMCWv1, the last time I used a double chest ender chest (back then it was just a vanilla ender chest modified to have 54 slots, not a special new block/item) despite exploring well over 1000 blocks away); in particular, since my base is located well to the northwest of 0,0 this gives more incentive to make bases to the east and south than to the north and west.
Here are some other screenshots I took recently:
Another unique feature of "ice" biomes is that caves have water instead of lava, which are separated as shown here; there is also no lava anywhere else within the biome (excepting springs that flow into it; the opposite extreme, lava only, is found within Volcanic Wasteland):
I saw two more mobs in diamond/amethyst armor recently, they skeleton dropped down from the huge cave which was directly above while the zombie was in a mineshaft I was exploring in the remaining part of the quartz desert within the first map (I explored a lot of small scattered regions over a day by revisiting old return points). Another skeleton has a diamond sword (skeletons can spawn with a sword instead of a bow; like Wither skeletons they move much faster with baby skeletons having no boost as they are already fast):
A new mob drop which I hadn't gotten yet; hammers are a new tool I added which can "uncraft" many blocks (e.g. cobblestone drops gravel, which in turn drops gravel sand, then sand, thus making it renewable, if with 3 separate steps required. Other blocks, such as chests, drop several of the materials they were made with, with Fortune increasing the yield; a few blocks, like quartz and mineral blocks, do give 100% back. So far I've only used them to mine glowstone in the Nether until I got Silk Touch since they are the effective tool for "glass" based blocks):
A large hill in the Mixed Forest to the west of spawn:
These are a couple renderings I made with CaveFinder of most of the map around 0,0 (this is slightly different from the actual world as it assumes the surface is at y=63, on the other hand, it is much clearer as the color scheme I use gives more contrast than Unmined and there are no lakes); the first one shows all features (except dungeons) while the second only shows "special" caves:
Near the upper-left is the circular room cave system from which I started caving, with my base just to the north; I could have extended my branch-mine much further east without any issues, until reaching the long ravine near top-center (it extends to the eastern edge and just to the south of the spiral cave system to the west of it):
Also, this is a map of the chunk inhabited time, which has no meaning in TMCW (it is not used anywhere except by the vanilla code that increases it), but I left it in; this shows why I think it was a bad idea as even around my base there are still only a few chunks that reach the maximum for regional difficulty of 50 hours or more; another thing to note is that I changed the way chunks are saved so they are only saved if they have actually been modified (vanilla always saves chunks when unloading them even if they haven't been modified, which needless to say quite wasteful), causing the map to look a lot noisier (my first world for comparison; the game does not mark chunks as modified when it updates their inhabited time, thus it may be lost. This also means that this map more accurately reflects the time I've actively been in a chunk, though entities also trigger chunks to be saved):
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?
This is a comparison of the cave to the largest caves I found in TMCWv4, World1 (my first world), and the largest known cave in vanilla 1.6.4, which is just above the threshold for what I consider to be a "large" cave in TMCW - with a volume of over half a million blocks it is more than twice as large as the largest cave in TMCWv4, 22.5 times larger than the largest known cave in vanilla 1.6.4, and 38 times larger than the largest cave I found in my first world - and even then it is still far from the largest known cave in TMCWv5, which has nearly double the volume (the largest known cave in TMCWv4 is slightly smaller than this cave):

For another perspective, this cave is nearly 8 times larger than the second largest cave that I've found so far, and larger than all other caves combined, and is actually even larger than indicated since CaveFinder only measures the volume below sea level and parts of it extend above, as does the terrain (conversely, caves below a body of water can be smaller than measured):
Here is a full size rendering of the underground, with the cave near the far right (circled):
Also, as if this cave wasn't enough when I surfaced at the eastern end to mark a return point I saw this - yet another massive cave (and coincidentally, Ice Plains Spikes), though I don't plan to explore it anytime soon:
In addition, I got one of my last achievements in the cave - Sniper Duel, which I'd actually been saving for just an occasion as a demonstration of the sheer size of these caves (the skeleton was in the pit just below the crosshair. The only other achievement I haven't gotten yet is On a Rail):
Here are more screenshots I took of the cave, including while exploring it and after I was done
Also, this is what I got from the cave on the second day, which was fully spent exploring it - I collected resources at an extremely low rate, about 2/3 of normal (individually, I did find more diamond than usual, otherwise the relative amounts of different ores was pretty typical), considering I spent about the same amount of time playing as usual, and used more torches than usual (about 1100), while the number of mobs wasn't relatively as high as other, smaller caves (the one with 370 mobs out of 834 total had a volume of 63000), and less than the recent daily average (most of them were in the western end with most of the surrounding area explored before, there were less in the center and very few in the eastern end, partly due to the lava there):
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?