I was about to ask why that would be the final base but then I think I got part of the answer later. Still, that means you'll NEVER go back to the 5th world? Are you planning on staying on the first world, moving to other worlds (2nd through 4th), or starting a 6th? Or does each world stay to each "version of your mod"?
I was about to ask why that would be the final base but then I think I got part of the answer later. Still, that means you'll NEVER go back to the 5th world? Are you planning on staying on the first world, moving to other worlds (2nd through 4th), or starting a 6th? Or does each world stay to each "version of your mod"?
My first world is completely unrelated to TMCW, it is literally the first world I created when I started playing (link in my signature) and TMCWv5 is far from the 5th world I've had, just the 5th one I've created for TMCW, one for each major update (each one completely changed world generation, resulting in chunk borders, which I really dislike and make efforts to avoid when making any updates while playing on a world*, and other game mechanics, TMCWv5 even changed the IDs of many vanilla blocks and items, e.g. all "on/off" light-emitting blocks, like furnaces, are a single block instead of two. Even if those weren't issues I want the full experience and everything I've done connected to the update, much like how some people make a new world for major vanilla updates):
(this was last updated a couple months ago)
As far as returning to older worlds, aside from my first world, which I've returned to multiple times, I've only done that for TMCWv1, as described here (at one time I simply deleted old modded worlds but I came across an old backup and decided to keep them, while TMCWv1 hadn't been backed up since I stopped playing on it, and since I was testing major rewrites to the game I decided to play on it in part to test them. The same is true of "InfiniteCaves", which is a complete recreation); and TMCWv4, which I returned to for TMCWv4.5 (an intermediate major update which retained the world generation of TMCWv4).
*TMCWv1 is a quite interesting case - when I started playing I'd added only two new biomes and ended up with over a dozen more - without any chunk borders, since I selectively replaced existing biomes so biomes bordering generated chunks did not change (or they could be trimmed). In fact, I even modded a copy of my first world with a version of TMCW which applied the same concept to avoid chunk borders, aside from biome transitions (the terrain itself was the same for the biomes on either side). I've also made some changes to TMCWv5 which changed world generation, like increasing the size/frequency of some types of caves, making sure that there were none near the edges of generated chunks (I can quickly check this with my self-written "CaveFinder" tool by setting the range to cover generated areas, plus a 100 block or so margin, with coordinates and non-features of interest disabled so the locations of anything found that I haven't found yet won't be revealed). In TMCWv3 I increased the maximum height of terrain from the pre-1.7 limit without any issues since only terrain above around y=100 was affected (height variations are compressed above this point).
Obviously, any of these changes can only be ensured to not cause issues with a particular world (I have no idea how many people use my mods or how often they check for updates, and I only announce more significant ones). There's also many feature additions/tweaks which may cause it to be harder to obtain something in an older world (prior to the release of 1.19 I added Swift Sneak and Long Fall, semi-treasure enchantments which are most commonly found in mineshafts, though they can be obtained from the table and trading, if less common; by contrast, Smelting and Vein Miner are exclusive to generated structures and I'd made them more common in "double dungeons" in accordance with their rarity, but not from the start, so it could be harder to find them (it took me about 200 hours to find Vein Miner while since then I've averaged one book every 70 hours or so, though that could still be explained by random chance, just as I found it twice in the same day before).
So you do have a world exclusively for each version of your mod, then. I was thinking you just named all your worlds after your name, and the first was your original that started with you when you started playing the game, and then when you started working on your own mods, I figured you initially stayed with that same world until the mod became something bigger, and you started new worlds for major changes.
I imagine you spend most of your time caving, but you ever do exploration on the surface, or building (besides storage bases), in your world? Or do you solely only "explore" terrain via way of mining and caving? You seemed to do quite a bit with your mod in the way of adding new biomes and blocks, but yet you only seem to describe ever caving, so I'm wondering if you don't spend much time on the surface exploring or building, why you would do that.
I imagine you spend most of your time caving, but you ever do exploration on the surface, or building (besides storage bases), in your world? Or do you solely only "explore" terrain via way of mining and caving? You seemed to do quite a bit with your mod in the way of adding new biomes and blocks, but yet you only seem to describe ever caving, so I'm wondering if you don't spend much time on the surface exploring or building, why you would do that.
The only time I intentionally explore the surface is when I find a stronghold to get to the End; conversely, I restrict myself from caving until the "end-game" (after I've made my "caving gear", defeated the Ender Dragon, and built my main base), and otherwise always remain at spawn until then (this has influenced the seeds I used for previous worlds; several reused the same seed as my first world, hence "World1v2", etc, which was originally a randomly generated seed, while some others used a seed I found with AMIDST, and in one case I made last-minute change to swap biomes around so spawn was in a Plains, otherwise, I looked for seeds with a plenty of land around 0,0).
As far as exploration goes, I do emphasize caving but I also often point out interesting biomes and landforms and finding them is part of the fun; I don't see the appeal in just running around and finding everything within a few hours / play sessions. Many biomes also directly influence the underground (for example, deserts replace all stone-based blocks with sandstone variants) and as mentioned here one of my goals was to find every variant of amethyst ore (the rarest ore which generates in any biome, I've also found a few non-stone variants of emerald ore, which are far rarer as no non-stone biome has emerald so it can only occur when they overlap).
Also, I have made use of many of the new blocks and items I added, such as using barrels instead of chests for storage (at my main base; in my first world all the chests have a significant impact on FPS while barrels have none (beyond any other standard block); that said, the actual impact is unnoticeable since it is still well above what Vsync sets, but the unlimited FPS still shows how much of an impact they have). I've also used glow ink sacs (and by extension glow squid) to make glow item frames for my map wall so they are evenly lit (in vanilla I place them on glowstone but this requires a 2 block thick wall if you don't want them to be visible on the other side); I do place some decorations around my main base, like the flower pots visible here, which make use of a feature where you can right-click on various plants and change the rendered model to an actual tree model. The walls are mostly made out of "smooth quartz", the seamless double slab variant, which I made into a proper block (contrast with a base from a previous world; in TMCWv4 I used chiseled quartz blocks).
Otherwise, I pretty much express my creativity by coding instead of building in-game; a lot of the things I've added were because it was fun to code them in and see my ideas come about, just as other players might build something within the game. Some of the structures I added are more elaborate than what I build in-game, and required a lot more effort to code in; for example, quartz desert pyramids are deceptively simple and the interior contains a two-floor maze with a total of 256 combinations of floors (16 of each, as described in this post, 4th spoiler); woodland mansions have 35 different rooms in any number of arrangements (some shown here, I since made them larger and added more), and so on.
Also, I experienced another new feature for the first time the last time I played - The Killer Rabbit of Caerbannog (which is their actual name in the chat if one kills you):
They have a 1/256 chance of spawning per naturally spawned rabbit, though I hadn't encountered one until now, compared to 3 pink sheep (1/610 chance, but much easier to see from a distance since rabbits don't render at all until much closer and otherwise they can be mistaken for a white rabbit). They also naturally spawned in vanilla when they were first added but for some reason they were removed, after first reducing their spawn rate from 1/1000 to 1/2500 (I assume the real reason is because "animal cruelty", "cute bunnies", and all that, which has strongly dictated the addition of newer mobs).
And a charged creeper and the aggressive rabbit are things I've never seen. I've seen plenty of Pink sheep (my first in my hardcore world just today, too), I think three or four within relative distance to one another being the most. The first time I saw a pink sheep was coincidentally in my main world where my original big location would end up being, and there were at least two, if not three, of them.
But a charged creeper is still something I've never naturally seen in over a decade of playing.
The first time I saw a pink sheep was coincidentally in my main world where my original big location would end up being, and there were at least two, if not three, of them.
Seeing several pink sheep nearby is the result of an odd bug which caused them to have the same wool colors within 32x32 chunk regions, or close to (assuming that each of up to 12 attempts at spawning up to 4 individual sheep succeeded in the same order); I can't say if it still happens in the latest versions but it affected versions up to at least 1.12 (the rewrite of world generation in 1.13 may have fixed it as nobody has replied to confirm it since then):
The first time I found pink sheep also involved seeing several nearby but every other case has only been one at a time since I fixed the aforementioned bug; the oddest part is the way it occurred, where sheep would use a random value from the "world" RNG (which should be entirely random) to determine their color and this RNG was also used by villages and temples when they determined where they could spawn within a 32x32 chunk region, with the RNG state left in the same state across the region (they should have instead used their own internal RNG, as is correctly used by mineshafts and strongholds).
Interestingly, properly randomizing their colors per chunk made it much easier to find a pink sheep since the variation across a region is now much higher (1024 times higher in the best case, in practice it is lower, but still significant, since as mentioned above not every individual spawn attempt will always succeed; one pack could be 1,2,3,4 while another could be 1,3,4,5 since #2 tried to spawn in water, which is not allowed, and this will affect the state of the RNG for 3-5).
Hm, so wait, the mob spawns aren't random? That bug report seems to be saying they will be the same? I'm pretty sure I checked my original world seed at a later point and did not find any Pink sheep where I originally did the first time, though.
If you're interest in investigated (not sure if you are and you don't have to), it was around 2,500, -120 (ish) in the seed -7056296271114287814, and it would have been generated in version 1.2.5 specifically. The coordinates may be approximate and a bit off as I'm going on memory and looking at a map to get them, but I know it would have been in that general area, in that plains biome at least, where I'm positive I saw at least two but it very well may have been three, Pink sheep. I know because it was the first time I saw one. But when I checked on a later re-generation of that seed (not sure which exact version, but it was 1.6.4 or earlier), I found no Pink sheep in that plains biome and it made me sad. I think there was a Brown or Dark Grey one amongst the rest being White instead.
But that bug report you're linking to says a bug is making it always the same? Or am I misunderstanding?
Everything is seed based as the random number generator is fed with the seed. In different versions random numbers are used in different ways, and some generation (like dungeon spawners) can be affected by the direction in which the structure is approached.
Hm, so wait, the mob spawns aren't random? That bug report seems to be saying they will be the same? I'm pretty sure I checked my original world seed at a later point and did not find any Pink sheep where I originally did the first time, though.
You probably didn't use the exact same version - even very similar versions like 1.5 and 1.6 have a lot of differences in minor world generation features, including what mobs spawn; I encountered the same thing when I recreated my first world in 1.6.4 and found no pink sheep where I'd found some - but they were there when I recreated it in 1.5.2 (interestingly, the fact I found them at all, two years after I updated to 1.6, reflects significant differences in my playstyle early on - I didn't always only explore by caving like I do now and had explored a sizeable area to the south):
If you look closely at this comparison of my first world to a recreation in 1.6.4 you can see differences in various features (some due to player interaction, such as the trees in the forest to the south of spawn); the most noticeable natural change is the lack of lakes in the desert on the right since water lakes were removed from deserts in 1.6:
Particularly if they were in a plains biome the passive mob spawn list was changed to include horses, which completely throws off the values the RNG chooses, much like how the addition of jungle biomes in 1.2 completely changed the biome layout despite the only change being adding an entry to a list (fun fact: there is a hidden world type, "default_1_1", which replicates 1.1 biome generation in 1.2-1.6.4; this is the only time Mojang added an "old world" type so existing worlds continued generating the same way). Otherwise, any changes to features placed before passive mobs are spawned (as on of the very last steps in world generation) will affect them, such as changes to dungeon loot (in various versions), or mineshafts (in release 1.4.2 they changed how their chance is set to make it easier to customize them in Superflat, which changed their locations, and in turn the state of the "decorator" RNG which places random stuff like cobwebs, chests, and torches). This is because all decoration uses a single RNG which is seeded only once per chunk, so even the smallest change in the sequence will affect everything downstream.
As if that wasn't enough, due to the way decorations are placed the order in which chunks are generated can change their placements; for example, trees can only generate on dirt or grass that is directly exposed to the sky, so trees that were placed earlier can block valid locations, and since they are more than 1 block wide they can overlap along the edges of "populated regions" which are chunk-sized regions centered in a 2x2 chunk area (the game only needs to check if such an area is loaded before populating a chunk, as opposed to a 3x3 chunk area). Also, this explains odd world generation like grass and flowers on sand, which is placed first within a given chunks' population routine but sand from adjacent chunks can extend into it; same for trees floating over lakes, and so on (I fixed many of these after somebody pointed it out).
For similar reasons the three pink sheep that I found in this world no longer exist; a while back I optimized entities and particles and one change was to have them use the same RNG as the world itself, instead of their individual RNGs (this reduces the number of objects being created, which is a major part of my optimizations, essentially the exact opposite of what Mojang has been doing since 1.8). That said, other changes to world generation, as well as differences in chunk generation order, have a much lower potential to cascade since I reset the chunk seed prior to each feature/group of features:
// Vanilla 1.6.4 only sets the seed once prior to placing all decorations:
public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
{
this.rand.setSeed(this.worldObj.getSeed());
long var7 = this.rand.nextLong() / 2L * 2L + 1L;
long var9 = this.rand.nextLong() / 2L * 2L + 1L;
this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
// TMCW resets the seed prior to each category of features, using a different "salt" so they aren't all the same
public void populate(IChunkProvider par1IChunkProvider, int chunkX, int chunkZ)
{
this.rand.setChunkSeed(chunkX, chunkZ);
long chunkSeed = this.rand.getSeed();
if (this.hasMineshafts)
{
this.setDecorationSeed(chunkSeed, 1L);
this.mineshaftGenerator.generateStructuresInChunk(chunkCache, chunkX, chunkZ, bb);
}
(omitted other features)
if (this.hasAnimals)
{
// Set world RNG so sheep wool colors are based off the world seed; restores state afterwards
this.setDecorationSeed(chunkSeed, 10L);
Random rnd = this.worldObj.rand;
long seed = rnd.nextLong();
rnd.setSeed(this.rand.nextLong());
RandomMobSpawner.performWorldGenSpawning(this.worldObj, biome, blockX, blockZ, this.rand, this.groundLevel);
rnd.setSeed(seed);
}
You might notice an interesting comment in my code; I intentionally set the "world" RNG to ensure that sheep wool colors (and other entity variants) are always the same, otherwise, they will change with every recreation of a world (this also happens in vanilla but as mentioned before village/temple generation causes the "world" RNG to be set to the same state across regions). I also do this in the "World1 custom client" mod that I use for my first world, overriding the village/temple code (which is unmodified so it still incorrectly sets the RNG but I override it).
You probably didn't use the exact same version - even very similar versions like 1.5 and 1.6 have a lot of differences in minor world generation features, including what mobs spawn; I encountered the same thing when I recreated my first world in 1.6.4 and found no pink sheep where I'd found some - but they were there when I recreated it in 1.5.2
I'll presume that's the explanation, then.
It would have to be 1.2.5 then as the version I originally found them in, as my original world started in that version, and the Pink sheep were spotted in the plains near the first big location I would build in the desert/extreme hills next to it, which I had already started before 1.3 released (I remember this as so because 1.3 added upside down sandstone stairs, and sideways logs, and I remember having that location started before the additions of those two things, so that means it HAD to be 1.2.5 only as the possible version I spotted the Pink sheep there).
When I later checked, I may have been using 1.6.4?
So you got me curious, and I started a 1.2.5 world using that seed and went there to check. Here's what I saw.
Pink (although it looks off-White?) sheep verified! Multiple Pink sheep? Not verified! I looked and looked but can't find a second. Now I'm questioning my memory.
Also, what is up with the awful performance? Sure, the world "started" much faster than modern versions, but the terrain generation and rendering was so slow. I don't remember this being the case back then (and I originally played on like a Core 2 Duo E7500 I think?). My first guess was OptiFine, but I was not using that back then either. I didn't start using that until around 1.6 or 1.7, as I was using McPatcher for texture packs back then. Does the game just not like newer hardware or something, or was something "chnaged" with it retroactively? I noticed "achievements" are in it now which weren't the case back then. Or maybe for everything the modern versions do "wrong" with performance, is it possible they're actually "right" in other ways and that it wasn't all roses back then either? Either way this wasn't matching up with my recollections of it.
Now I'm double questioning my memory...
I also found this "erosion" in that same biome which I found coincidental since it matched up with what you were saying in another thread recently. I bet that line is a chunk border. A coincidental 16 blocks down, there's another smaller possible edge.
Also, I noticed on your map there's a ravine to the left in 1.5 (?) but not 1.6. Did you cover that up later, or was that a terrain generation difference?
Also, what is up with the awful performance? Sure, the world "started" much faster than modern versions, but the terrain generation and rendering was so slow. I don't remember this being the case back then (and I originally played on like a Core 2 Duo E7500 I think?). My first guess was OptiFine, but I was not using that back then either. I didn't start using that until around 1.6 or 1.7, as I was using McPatcher for texture packs back then. Does the game just not like newer hardware or something, or was something "chnaged" with it retroactively? I noticed "achievements" are in it now which weren't the case back then.
You appear t have Vsync enabled and it is a know issue that in older versions this kills chunk update performance (even with Optifine chunk rendering was quite slow with Vsync enabled, though it only caused issues when flying around in Creative).
This is also something I fixed myself, using a fix provided in the comments, and general optimizations; this screenshot was taken while flying at 16 chunk render distance (which itself is more than vanilla supported, even before 1.3 limited it to 10, which also caused a lot worse chunk loading issues because the client was caching "empty" chunks and would fail to properly update them when the server sent new chunks:
With unlimited FPS chunk updates are much lower but chunks still render in fast enough since the game prioritizes chunks (or more properly, sections) near the altitude of the player:
Also, instead of setting the number of chunk updates per frame I added a "chunk update time" slider which controls how much of the idle time between frames is allotted to chunk updates (this is why updates are slower with unlimited FPS as there is effectively zero idle time, this also means updates reduce the FPS); vanilla does something similar but seems to calculate it in such a way that it incorrectly results in no time available (hence the aforementioned issue, updates can still occur but will be limited to no more than 1 per frame) unless you set the framerate limit to less than "Max FPS" (Optifine seems to force this when Vsync is enabled, otherwise, setting performance to "Balanced" (120 FPS) may fix the issue in vanilla but still cause less than optimal updates since it thinks the frametime is 8.3 ms instead of 16.7 ms; likewise):
("gamma offset" controls the light level curve near a light level of 0, which is always pure darkness, even if gamma could be set to higher than 1, which is restricted by validating all options to be within their proper ranges)
One thing worth noting is that chunk generation and chunk rendering are often confused with each other; even Optifine calls it "chunk loading" but it does nothing at all to actual chunk generation or loading from disk, only rendering.
Also, I noticed on your map there's a ravine to the left in 1.5 (?) but not 1.6. Did you cover that up later, or was that a terrain generation difference?
I covered it up, along with other cave openings around spawn, you can see that it appears on the underground renderings, and they were unchanged from Beta 1.8 to release 1.6.4 (1.7 changed the way they generate but not their location, as a result of changing a value from 128 to 256, presumably because terrain now went that high, despite no actual changes to the altitudes of any caves; a similar change made dungeons, underground dirt and gravel deposits, and underground lakes twice as rare).
Interesting. I just tried it without v-sync and yeah that brings things closer to performance levels I see in modern versions (though still lower in chunk rendering, but I guess that might be down to using OptiFine in the modern version and and it having the option to visually render more chunks per frame).
I didn't notice v-sync used to have such an issue. I don't even recall if I was playing with it on or off back then, either (I know I was playing without it for a time until switching to playing with it on in more recent years, but I'm not sure if I was playing without it originally). It's interesting how this is an example that the game really used to feel like a smaller indie project back then, as something like having a major performance implication unless v-sync is off would be a rather big oversight for a proper release game (and 1.2.5 was late enough that I would have thought such an issue should have long been fixed, as it wasn't like it was still in beta or anything).
Anyway, sorry for the off topic. I was originally wondering about the sheep once you mentioned it.
And yeah, I did notice the ravine was there on the underground. That's why I asked if you covered it, or if the surface generation was different between the two versions.
Over the past two weeks I've explored the eastern third of the map to the southwest, starting from an old return point I'd made in the northeast corner, which was at a network cave region I'd found but not explored until now; the large cave and maze cave system in the upper-right and right-center were the last things I'd previously explored while exploring around this area:
This included two of 4 large caves (volume >= 25000 blocks), seen near the bottom, and in the following close-ups and screenshots:
I then found a rather odd-looking ravine, of a type I refer to as a "TMCWv1 ravine", which are based on ravines in the first version of TMCW, as well as earlier mods, as far back as "World1v2", created in September 2013, and are characterized by an extremely high curviness, similar to cave tunnels; as well as a couple other large ravines (excluding a "vanilla" ravine with a volume of at least 25000 but a length/width/depth that were all within vanilla parameters, which I don't count. Technically, this ravine wasn't counted either as its volume was less than 25000 but if it had been below higher terrain it could have been over 50000, with the top exceeding y=95, the highest my analyzer goes. Another ravine (the third one) was also less than 25000 when measured below sea level but was almost entirely underground so it was close to the 30000 shown for y=95, so I did count it):
I also found another "large cave cave system", which is also based on a variant of cave system in TMCWv1 (I got the idea to add both of these when I replayed on it in 2019), where all the caves are larger "vanilla" caves, plus one extra large cave without branches (it tapers towards both ends like a ravine and has a length of 192 blocks, while other caves range from 89-128 blocks, including branches):
Also, speaking of TMCWv1, it has now been 9 years since I created the first world for what would become "TheMasterCaver's World", which itself wasn't publicly released until late April 2014, and the name of the mod itself likely came a comment suggesting that I call it "MasterCaver's WorldGeneration Mod" (the world itself was initially named "World1v4", continuing a naming scheme I used for other worlds which all reused the seed for my first world, but with various modifications to world generation, at first just the underground, then everything). TMCWv1 ravines and large cave cave systems also aren't the only features which were originally in my earliest mods; the long mostly horizontal caves in network cave regions, spiral caves in spiral cave systems, and vertical caves in vertical cave systems, as well as how mineshafts are laid out (using a grid system instead of completely random) all came from mods I made before TMCW.
One of the most interesting things I found was a concentration of large circular rooms, with 8 having at least twice the diameter of the largest rooms in vanilla (17 blocks), a threshold I chose since they otherwise aren't very large (about 10000 blocks in volume for 34 blocks, which is still 8 times the volume of 17 blocks), with the largest having a diameter of 63 blocks, the second largest room I've found within 1536 blocks and third largest overall (I found one that was 65 blocks wide within the Icelands biome off to the east; the largest was 70 blocks wide). Large circular rooms tend to cluster because they are most likely to occur in regions with "largerCircularRooms" set to true and a higher width multiplier applied to "vanilla" caves (which otherwise have the same size/density parameters as vanilla 1.6.4). Also visible on the map is a circular room cave system and two of the large ravines mentioned above, as well as several smaller large caves, and a "random cave system", which has "rooms" with various shapes generated along their tunnels:
This is an analysis of what is within the area shown above:
Seed is -4426978636490490569
Center is -640, 1424 and radius is 144 blocks (from -784, 1280 to -497, 1567)
Showing up to 10 results for each category. Locations are the center unless noted.
Locations of circular room cave systems:
1. -552 1448
Locations of random cave systems:
1. -632 1464
Locations of largest ravines by volume:
1. -632 43 1384 (type: 2, length: 198, width: 15, depth: 44, volume: 62136)
Locations of largest circular rooms by volume:
1. -727 13 1523 (width: 63, volume: 60392)
2. -708 12 1433 (width: 57, volume: 43821)
3. -735 48 1444 (width: 46, volume: 23592)
4. -686 41 1444 (width: 44, volume: 20631)
5. -689 24 1417 (width: 39, volume: 14719)
6. -706 37 1529 (width: 39, volume: 14062)
7. -718 8 1380 (width: 38, volume: 12609)
8. -610 15 1320 (width: 35, volume: 10644)
Locations of abandoned mineshafts by corridor length (center of central room):
1. -520 44 1384 (span: 7, size: 35, length: 335)
Generating map...
Generating caves... 6% 12% 18% 24% 30% 37% 43% 49% 55% 61% 67% 74% 80% 86% 92% 98%
Rendering map... 6% 12% 18% 25% 31% 37% 43% 50% 56% 62% 68% 75% 81% 87% 93% 100%
Total air volume is 697226 blocks (14.247432%)
I've also found, but not explored yet, a massive cave which is easily one of the largest caves I've found in this world, large enough to go out of render distance, which itself is visible since a feature of TMCW is that when below sea level fog and the sky are pitch black unless there is sky light, which came from several small openings in the ceiling (otherwise the far end of such a cave is pitch-black, with lava flows / light sources fading into fog being another indication of the size):
Here is an underground rendering of what I've explored so far within the southwest map (with a 4 chunk border), I've mainly explored southwards due to following interconnected caves, though there is an area further to the north that extends further west; the furthest south I've gone is around z = 1650, around which point I stop unless it is the continuation of a feature that started within 1536 blocks, with the exception of when I explored the Icelands, and other new biomes:
As far as terrain goes, I found some very impressive overhangs in a Forest Mountains, which went as high as y=170, the 7th highest terrain I've found (excluding lower peaks in the same biome); adjacent to it is a Mega Mixed Forest, with all of the largest trees in TMCW (oak, spruce, birch, jungle; Mixed Forest has the smaller variants, which also generate as an understory layer in the Mega variant, as also happens in Mega Forest (oak; technically "mega trees" have their own leaves/saplings so they can be grown separately from 2x2 big oaks) and TMCW Mega Taiga (spruce). Notably, I actually first saw the Forest Mountains about 9 months ago, while exploring the south map; the first screenshot is a repost of one I took back then:
There is also another Extreme Hills along / just to the south of z = 1536 with some impressive-looking terrain (I have not scaled it since I haven't explored into it, same for the first Extreme Hills I found when I was digging a railway; including both of these I've now found 22 biomes exceeding the pre-1.7 height limit for terrain):
This is the giant cave I previously mentioned but hadn't explored yet; it turned out to be the 9th largest cave that I've found in this world with a volume of 289,000 blocks:
Some additional screenshots I took while exploring it; I've also now seen a total of 104 mobs in diamond or amethyst armor, including the zombie shown here (this seems like a lot but I've killed nearly 200,000 mobs):
Also, while this is "only" the 9th largest single cave (as opposed to clusters of caves, with a giant cave region being the most extreme example) I've found in this world it is still larger than the largest cave I found in any previous world, which was in TMCWv4 and had a volume of about 252,000, as well as 19 times larger than the largest cave I found in my first world (vanilla 1.6.4), with a much larger area explored, and 11 times larger than the largest known cave in vanilla (I have no idea how the caves in 1.18 compare). Here is a comparison of the 9 largest caves I've found in this world to the 3 largest caves in TMCWv4 and the largest known caves in TMCWv4, TMCWv5, and vanilla 1.6.4, as well as the largest cave I found in my first world:
In addition, here is a screenshot of my map wall, with most of a 3x3 level 3 map area filled in, plus around most of the edges (notably, not to the south of the south map; I've made a temporary diversion from exploring the southwest map to fill it in around the northern edge, otherwise, there are bits of the corners missing and some mismatches between adjacent maps, like near the top, but I don't mind that as much as the gap to the south):
As mentioned before, I decided to fill in the northern part of the map to the south of the south map (0, 2048), going as far south as z=1700 where I found larger caves, otherwise, I generally stop exploring past 1536, or the bounds of the current map, once I reach the end of anything that starts within this area.
The first notable thing I found was a complex of two large caves and two large circular rooms, including another room with a diameter of 60 blocks or more, which is actually relatively uncommon, with the average seed only having one room this large within 1536 blocks, while I've now found 5, three within 1536 blocks; all caves were merged together for a total volume of over 100,000 blocks:
This is a comparison of the average size of the 10 largest circular rooms within 1536 blocks to what I've found so far:
There was also a smaller complex of larger vanilla caves, a smaller "large cave", and a large circular room with a diameter of 46 blocks nearby:
The most significant finding was a complex of three large caves, the largest of which had a volume of 164,000 blocks, the 25th "giant" cave I've found in this world:
Here are surface and underground renderings of the area from x = -512 to +512 and south of z=1536:
From left to right and top to bottom the biomes are Mega Forest, Birch Forest, Lake, Big Oak Forest, Mushroom Forest, Winter Forest, Bushlands, Birch Forest, Mega Tree Plains:
Also, these are CaveFinder renderings of a level 3 map centered at 0, 2048 and a list of some of the more notable features; I found the largest cave and circular room, as well as the largest large cave cave system, but did not explore it as it was too far south (it is partly visible on the renderings of the triple large cave complex and directly intersects them). You might also notice that the 5th large circular room is in almost the same location as the first one, which is the largest one I found; as it was almost entirely covered up I did not count it (it is visible as a 1 block deep imprint in the floor of the larger room):
I've set a new record for the most rails I've collected in a single session - 1159 - and likely from a single mineshaft, which I haven't fully explored yet and may actually be two mineshafts that intersect (I haven't seen any obvious intersections or more than one central room):
For comparison, the previous record was 1058 rails, followed by 1015 the next day while exploring a complex of 9 mineshafts in my first world, which yielded a total of 2739 rails (excluding chest loot and any rails that were washed away by water or otherwise popped off):
I did analyze the mineshaft (based on the room I found) and it is the single largest mineshaft that I've found in this or any world, with a corridor length of 4305 blocks (the length of all corridors but not including stairs and crossings; this is equivalent to 861 supports; with an average of 0.2333 rails per block this comes out to an average of 1004 rails, which had long been the metric I used to measure the size of a mineshaft until I added the ability to see the size, then later the length, with my cave mapping/analysis tools):
Seed is -4426978636490490569
Center is -1568, 1152 and radius is 0 blocks
Locations of abandoned mineshafts by corridor length (center of central room):
1. -1560 27 1160 (span: 11, size: 362, length: 4305)
This is also the 10th mineshaft that I've found in this world that by itself would be the largest mineshaft I ever found; as noted before this seed stands out for the number of large mineshafts, even so, the average seed actually has an even larger mineshaft, and the average was based on the area within +/- 1536 blocks centered on 0,0, while three of the top 10 mineshafts I've found are just outside of that area:
Also, the Extreme Hills I found along the southern edge of the southwest map (z=1536) turned out to be extremely large - about 1200 blocks long along an axis from the northwest to southeast, with the southeastern-most part past what I'd explored or generated (I went as far south as z=1700 to further to the west) and had many examples of terrain that lived up to the biome's name, as well as its "Extreme Mountains" sub-biome (a variant of Extreme Hills with more height variation and crazier terrain):
A biome map covering a 512 block radius centered at -1024, 1536; Extreme Hills is in gray (the same colors used by AMIDST) with Extreme Mountains being darker; based on this the area furthest to the southeast is a separate "Extreme Mountains" biome (in other words, Extreme Mountains can either be a sub-biome of Extreme Hills, where it will be surrounded by Extreme Hills and/or Extreme Hills Edge, or a standalone biome, where it is only surrounded by Extreme Hills Edge); either way, such a large biome will be several biomes merged together (the biome layer creates biomes that average 16 chunks across):
As seen on an in-game map (along the southern edge); Extreme Hills has a turquoise tint, making it easy to recognize from a biome like Hilly Plains:
Following are screenshots I took in a Creative world; the highest peak (y=188) was to the south of where I'd explored:
Also, these are wider-range views of a couple Forest Mountains and a Mountainous Desert to the east (I previously posted screenshots of them taken while playing), all part of a very long chain of highly mountainous terrain:
As far as caving goes, besides the mineshaft I found a colossal cave system for the 5th time in this world, as well as a ravine with a volume of 206,000 blocks, the 18th ravine with a volume of at least 100,000 and 11th with a volume of at least 200,000; as well as an oddly small "large cave cave system" with a volume of 67,000 blocks (the 16 other ones I've found were between 100,000-144,000) and various other large caves and ravines:
Here are CaveFinder renderings of an area along the southern edge of the of the southwest map which includes things I previously found:
From left to right and top to bottom are the large ravine, large cave cave system, a couple medium-large ravines intersecting, a colossal cave system (middle) with a giant cave to the east (the caves on top are part of a "ribbed tunnel cave system"), and a complex of multiple large circular rooms (>= 34 blocks shown):
Here is a list of all the larger caves and ravines (>= 10000 blocks, not every cave/ravine is listed as only larger ones are analyzed for performance); for perspective, I've found 11 caves with a volume of at least 10000 blocks in my first world, with several times the area of the entire world explored (such an area in TMCW would have around 400 such caves). One of the ravines (the long green one in the lower-right above) was analyzed with a higher maximum surface altitude as it was entirely underground (otherwise it is only about half the volume; for exploration purposes I only count caves/ravines that exceed 25000 as "large"):
I'm not familiar with what your mod changes, but I can see there's custom armor (or is it just deep Purple for some other reason?). So maybe this is obvious, but.... why is your helmet iron? Surely with how far along you are, you could have made a better one, so I'm left with the impression this is a conscious choice for some reason?
I'm not familiar with what your mod changes, but I can see there's custom armor (or is it just deep Purple for some other reason?). So maybe this is obvious, but.... why is your helmet iron? Surely with how far along you are, you could have made a better one, so I'm left with the impression this is a conscious choice for some reason?
The purple armor is amethyst, which is the top tier in TMCW, equivalent to diamond in vanilla, with diamond itself nerfed (except armor has the same increase in durability over iron as tools do, with the same protection that iron has in vanilla); you could say it is my equivalent of netherite, though I added it back in TMCWv2, released in mid-2014, so there is no connection between them (or the amethyst added in 1.17; my version generates as a proper ore and it goes back to a mod I used in mid-late 2013, which I'd actually edited (reply #126) to reduce the damage dealt, increase armor durability to match tools (as an iron chestplate is relative to iron tools), and used MCreator (my only experience with "proper" Forge modding) to add an ore which dropped the numerical item ID of amethyst (otherwise, the mod had you craft it from diamonds, emeralds, and quartz).
As for the helmet, that is one of my odd quirks (you also aren't the only one to point this out); for one reason or another I never saw the need to wear a helmet as part of my normal armor and instead pick up mob drops, which are actually quite sustainable to use, along with the rare helmet found in dungeon chests (I added all pieces of iron armor as rare loot). My base armor (chestplate, leggings, boots, all with Protection IV, plus Feather Falling on the boots) provides 76% damage reduction (17 armor points is 56.6% as I nerfed player armor from 4% to 3.3% per point (mob armor is unaffected); while Protection IV is 15% per piece, 45% total); an iron/chain/gold helmet increases this to about 80%, plus any bonus from enchantments.
Actually, at one time I only had Feather Falling IV on my boots but after some incidents/deaths I decided to increase the protection, at the cost of being able to put Unbreaking on them (the repair cost for amethyst armor is 21 levels per unit, plus the enchantment costs, which are 8 for Feather Falling IV, 4 for Protection IV, 8 for Mending, and 6 for Unbreaking III; and the cost limit is 49 levels; all these minus Unbreaking add up to 44 levels). It is also possible to omit Mending instead, for a cost of 42 levels, then 44 and 46 for the next two repairs, before using a ruby to lower the prior work penalty by 6 levels, or 3 workings, which is what I've been doing for my Vein Miner pickaxe, which costs 43-45-47 levels, then 21 levels for a ruby, repeat. Of course, you do need to find a biome that has rubies first, which I hadn't found until later on, unless I took a special trip to the Autumnal Forest or Savanna Mountains I'd found on the way to a stronghold (by the time I found a Vein Miner book, which only generate in structure chests, I'd found rubies in a Rocky Mountains that I explored while caving).
In a similar manner I use iron pickaxes taken from mineshaft chests to dig railway tunnels and work on secondary bases, in this case I enchant them at level 1 and combine them to as high as Efficiency V, Unbreaking III (I only need to mine around 2000 stone blocks, equivalent to 2 Unbreaking III pickaxes, per secondary base every 1 1/2 months or so, so I accumulate quite a few despite being relatively rare loot). The difference in mining speed is negligible (in fact, for stone there is no difference between wood and gold) since Efficiency contributes to most of the speed and mining times are in intervals of whole ticks. I also do this in part so all the uses of my main pickaxe represents what I've mined while caving, particularly in my first world (I could also use a diamond pickaxe in TMCW, as I used when branch-mining and in the Nether).
Also, for underwater work (as when digging rail tunnels) I wear a helmet with Respiration III and Aqua Affinity (anything else, as well as the material, doesn't matter as it is not for protection), which I also get from mob drops; which is virtually guaranteed by the time I need one as I first explore the entire map around 0,0 before I start making secondary bases, and mob equipment is quite common due to increasing the chance (20% for armored mobs on Normal, compared to a maximum of 15% in vanilla; mobs also "dress up" from head to feet, unlike newer versions, which go from feet to head, so helmets are the most common piece) and my "global difficulty" feature which reaches its maximum after 100 hours of play time (this means that all effects that are dependent on regional difficulty reach their maximum, regardless of where you are in the world, as opposed to vanilla's "inhabited time"-dominated mechanism, which I think was poorly implemented as it is actually a nerf unless you stay in the same area for a long time, 50 hours; prior to 1.6 vanilla was effectively always at the maximum).
Oh, so there's no inherent reason for it, or rather the reason itself is just wanting to? I was wondering if some change to your mod made it beneficial or if it was just a choice for some other reason.
I guess I can get that. I can have an odd quirk myself where on birch and smaller oak trees, I will "trim" the random corners to make them more circular all the way around, if they are trees nearby locations of mine. I guess it's the same sort of thing. I don't know why I do it; sometimes I just do.
I was about to ask why that would be the final base but then I think I got part of the answer later. Still, that means you'll NEVER go back to the 5th world? Are you planning on staying on the first world, moving to other worlds (2nd through 4th), or starting a 6th? Or does each world stay to each "version of your mod"?
My first world is completely unrelated to TMCW, it is literally the first world I created when I started playing (link in my signature) and TMCWv5 is far from the 5th world I've had, just the 5th one I've created for TMCW, one for each major update (each one completely changed world generation, resulting in chunk borders, which I really dislike and make efforts to avoid when making any updates while playing on a world*, and other game mechanics, TMCWv5 even changed the IDs of many vanilla blocks and items, e.g. all "on/off" light-emitting blocks, like furnaces, are a single block instead of two. Even if those weren't issues I want the full experience and everything I've done connected to the update, much like how some people make a new world for major vanilla updates):
(this was last updated a couple months ago)
As far as returning to older worlds, aside from my first world, which I've returned to multiple times, I've only done that for TMCWv1, as described here (at one time I simply deleted old modded worlds but I came across an old backup and decided to keep them, while TMCWv1 hadn't been backed up since I stopped playing on it, and since I was testing major rewrites to the game I decided to play on it in part to test them. The same is true of "InfiniteCaves", which is a complete recreation); and TMCWv4, which I returned to for TMCWv4.5 (an intermediate major update which retained the world generation of TMCWv4).
*TMCWv1 is a quite interesting case - when I started playing I'd added only two new biomes and ended up with over a dozen more - without any chunk borders, since I selectively replaced existing biomes so biomes bordering generated chunks did not change (or they could be trimmed). In fact, I even modded a copy of my first world with a version of TMCW which applied the same concept to avoid chunk borders, aside from biome transitions (the terrain itself was the same for the biomes on either side). I've also made some changes to TMCWv5 which changed world generation, like increasing the size/frequency of some types of caves, making sure that there were none near the edges of generated chunks (I can quickly check this with my self-written "CaveFinder" tool by setting the range to cover generated areas, plus a 100 block or so margin, with coordinates and non-features of interest disabled so the locations of anything found that I haven't found yet won't be revealed). In TMCWv3 I increased the maximum height of terrain from the pre-1.7 limit without any issues since only terrain above around y=100 was affected (height variations are compressed above this point).
Obviously, any of these changes can only be ensured to not cause issues with a particular world (I have no idea how many people use my mods or how often they check for updates, and I only announce more significant ones). There's also many feature additions/tweaks which may cause it to be harder to obtain something in an older world (prior to the release of 1.19 I added Swift Sneak and Long Fall, semi-treasure enchantments which are most commonly found in mineshafts, though they can be obtained from the table and trading, if less common; by contrast, Smelting and Vein Miner are exclusive to generated structures and I'd made them more common in "double dungeons" in accordance with their rarity, but not from the start, so it could be harder to find them (it took me about 200 hours to find Vein Miner while since then I've averaged one book every 70 hours or so, though that could still be explained by random chance, just as I found it twice in the same day before).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
So you do have a world exclusively for each version of your mod, then. I was thinking you just named all your worlds after your name, and the first was your original that started with you when you started playing the game, and then when you started working on your own mods, I figured you initially stayed with that same world until the mod became something bigger, and you started new worlds for major changes.
I imagine you spend most of your time caving, but you ever do exploration on the surface, or building (besides storage bases), in your world? Or do you solely only "explore" terrain via way of mining and caving? You seemed to do quite a bit with your mod in the way of adding new biomes and blocks, but yet you only seem to describe ever caving, so I'm wondering if you don't spend much time on the surface exploring or building, why you would do that.
The only time I intentionally explore the surface is when I find a stronghold to get to the End; conversely, I restrict myself from caving until the "end-game" (after I've made my "caving gear", defeated the Ender Dragon, and built my main base), and otherwise always remain at spawn until then (this has influenced the seeds I used for previous worlds; several reused the same seed as my first world, hence "World1v2", etc, which was originally a randomly generated seed, while some others used a seed I found with AMIDST, and in one case I made last-minute change to swap biomes around so spawn was in a Plains, otherwise, I looked for seeds with a plenty of land around 0,0).
As far as exploration goes, I do emphasize caving but I also often point out interesting biomes and landforms and finding them is part of the fun; I don't see the appeal in just running around and finding everything within a few hours / play sessions. Many biomes also directly influence the underground (for example, deserts replace all stone-based blocks with sandstone variants) and as mentioned here one of my goals was to find every variant of amethyst ore (the rarest ore which generates in any biome, I've also found a few non-stone variants of emerald ore, which are far rarer as no non-stone biome has emerald so it can only occur when they overlap).
Also, I have made use of many of the new blocks and items I added, such as using barrels instead of chests for storage (at my main base; in my first world all the chests have a significant impact on FPS while barrels have none (beyond any other standard block); that said, the actual impact is unnoticeable since it is still well above what Vsync sets, but the unlimited FPS still shows how much of an impact they have). I've also used glow ink sacs (and by extension glow squid) to make glow item frames for my map wall so they are evenly lit (in vanilla I place them on glowstone but this requires a 2 block thick wall if you don't want them to be visible on the other side); I do place some decorations around my main base, like the flower pots visible here, which make use of a feature where you can right-click on various plants and change the rendered model to an actual tree model. The walls are mostly made out of "smooth quartz", the seamless double slab variant, which I made into a proper block (contrast with a base from a previous world; in TMCWv4 I used chiseled quartz blocks).
Otherwise, I pretty much express my creativity by coding instead of building in-game; a lot of the things I've added were because it was fun to code them in and see my ideas come about, just as other players might build something within the game. Some of the structures I added are more elaborate than what I build in-game, and required a lot more effort to code in; for example, quartz desert pyramids are deceptively simple and the interior contains a two-floor maze with a total of 256 combinations of floors (16 of each, as described in this post, 4th spoiler); woodland mansions have 35 different rooms in any number of arrangements (some shown here, I since made them larger and added more), and so on.
Also, I experienced another new feature for the first time the last time I played - The Killer Rabbit of Caerbannog (which is their actual name in the chat if one kills you):
They have a 1/256 chance of spawning per naturally spawned rabbit, though I hadn't encountered one until now, compared to 3 pink sheep (1/610 chance, but much easier to see from a distance since rabbits don't render at all until much closer and otherwise they can be mistaken for a white rabbit). They also naturally spawned in vanilla when they were first added but for some reason they were removed, after first reducing their spawn rate from 1/1000 to 1/2500 (I assume the real reason is because "animal cruelty", "cute bunnies", and all that, which has strongly dictated the addition of newer mobs).
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?
The potted trees are... interesting.
And a charged creeper and the aggressive rabbit are things I've never seen. I've seen plenty of Pink sheep (my first in my hardcore world just today, too), I think three or four within relative distance to one another being the most. The first time I saw a pink sheep was coincidentally in my main world where my original big location would end up being, and there were at least two, if not three, of them.
But a charged creeper is still something I've never naturally seen in over a decade of playing.
Seeing several pink sheep nearby is the result of an odd bug which caused them to have the same wool colors within 32x32 chunk regions, or close to (assuming that each of up to 12 attempts at spawning up to 4 individual sheep succeeded in the same order); I can't say if it still happens in the latest versions but it affected versions up to at least 1.12 (the rewrite of world generation in 1.13 may have fixed it as nobody has replied to confirm it since then):
MC-2788 Sheep wool color doesn't generate/randomize properly; generating villages resets world RNG
The first time I found pink sheep also involved seeing several nearby but every other case has only been one at a time since I fixed the aforementioned bug; the oddest part is the way it occurred, where sheep would use a random value from the "world" RNG (which should be entirely random) to determine their color and this RNG was also used by villages and temples when they determined where they could spawn within a 32x32 chunk region, with the RNG state left in the same state across the region (they should have instead used their own internal RNG, as is correctly used by mineshafts and strongholds).
Interestingly, properly randomizing their colors per chunk made it much easier to find a pink sheep since the variation across a region is now much higher (1024 times higher in the best case, in practice it is lower, but still significant, since as mentioned above not every individual spawn attempt will always succeed; one pack could be 1,2,3,4 while another could be 1,3,4,5 since #2 tried to spawn in water, which is not allowed, and this will affect the state of the RNG for 3-5).
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?
Hm, so wait, the mob spawns aren't random? That bug report seems to be saying they will be the same? I'm pretty sure I checked my original world seed at a later point and did not find any Pink sheep where I originally did the first time, though.
If you're interest in investigated (not sure if you are and you don't have to), it was around 2,500, -120 (ish) in the seed -7056296271114287814, and it would have been generated in version 1.2.5 specifically. The coordinates may be approximate and a bit off as I'm going on memory and looking at a map to get them, but I know it would have been in that general area, in that plains biome at least, where I'm positive I saw at least two but it very well may have been three, Pink sheep. I know because it was the first time I saw one. But when I checked on a later re-generation of that seed (not sure which exact version, but it was 1.6.4 or earlier), I found no Pink sheep in that plains biome and it made me sad. I think there was a Brown or Dark Grey one amongst the rest being White instead.
But that bug report you're linking to says a bug is making it always the same? Or am I misunderstanding?
Everything is seed based as the random number generator is fed with the seed. In different versions random numbers are used in different ways, and some generation (like dungeon spawners) can be affected by the direction in which the structure is approached.
You probably didn't use the exact same version - even very similar versions like 1.5 and 1.6 have a lot of differences in minor world generation features, including what mobs spawn; I encountered the same thing when I recreated my first world in 1.6.4 and found no pink sheep where I'd found some - but they were there when I recreated it in 1.5.2 (interestingly, the fact I found them at all, two years after I updated to 1.6, reflects significant differences in my playstyle early on - I didn't always only explore by caving like I do now and had explored a sizeable area to the south):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/297957-what-have-you-done-recently?comment=4610
If you look closely at this comparison of my first world to a recreation in 1.6.4 you can see differences in various features (some due to player interaction, such as the trees in the forest to the south of spawn); the most noticeable natural change is the lack of lakes in the desert on the right since water lakes were removed from deserts in 1.6:
Particularly if they were in a plains biome the passive mob spawn list was changed to include horses, which completely throws off the values the RNG chooses, much like how the addition of jungle biomes in 1.2 completely changed the biome layout despite the only change being adding an entry to a list (fun fact: there is a hidden world type, "default_1_1", which replicates 1.1 biome generation in 1.2-1.6.4; this is the only time Mojang added an "old world" type so existing worlds continued generating the same way). Otherwise, any changes to features placed before passive mobs are spawned (as on of the very last steps in world generation) will affect them, such as changes to dungeon loot (in various versions), or mineshafts (in release 1.4.2 they changed how their chance is set to make it easier to customize them in Superflat, which changed their locations, and in turn the state of the "decorator" RNG which places random stuff like cobwebs, chests, and torches). This is because all decoration uses a single RNG which is seeded only once per chunk, so even the smallest change in the sequence will affect everything downstream.
As if that wasn't enough, due to the way decorations are placed the order in which chunks are generated can change their placements; for example, trees can only generate on dirt or grass that is directly exposed to the sky, so trees that were placed earlier can block valid locations, and since they are more than 1 block wide they can overlap along the edges of "populated regions" which are chunk-sized regions centered in a 2x2 chunk area (the game only needs to check if such an area is loaded before populating a chunk, as opposed to a 3x3 chunk area). Also, this explains odd world generation like grass and flowers on sand, which is placed first within a given chunks' population routine but sand from adjacent chunks can extend into it; same for trees floating over lakes, and so on (I fixed many of these after somebody pointed it out).
For similar reasons the three pink sheep that I found in this world no longer exist; a while back I optimized entities and particles and one change was to have them use the same RNG as the world itself, instead of their individual RNGs (this reduces the number of objects being created, which is a major part of my optimizations, essentially the exact opposite of what Mojang has been doing since 1.8). That said, other changes to world generation, as well as differences in chunk generation order, have a much lower potential to cascade since I reset the chunk seed prior to each feature/group of features:
You might notice an interesting comment in my code; I intentionally set the "world" RNG to ensure that sheep wool colors (and other entity variants) are always the same, otherwise, they will change with every recreation of a world (this also happens in vanilla but as mentioned before village/temple generation causes the "world" RNG to be set to the same state across regions). I also do this in the "World1 custom client" mod that I use for my first world, overriding the village/temple code (which is unmodified so it still incorrectly sets the RNG but I override it).
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'll presume that's the explanation, then.


It would have to be 1.2.5 then as the version I originally found them in, as my original world started in that version, and the Pink sheep were spotted in the plains near the first big location I would build in the desert/extreme hills next to it, which I had already started before 1.3 released (I remember this as so because 1.3 added upside down sandstone stairs, and sideways logs, and I remember having that location started before the additions of those two things, so that means it HAD to be 1.2.5 only as the possible version I spotted the Pink sheep there).
When I later checked, I may have been using 1.6.4?
So you got me curious, and I started a 1.2.5 world using that seed and went there to check. Here's what I saw.
Pink (although it looks off-White?) sheep verified! Multiple Pink sheep? Not verified! I looked and looked but can't find a second. Now I'm questioning my memory.
Also, what is up with the awful performance? Sure, the world "started" much faster than modern versions, but the terrain generation and rendering was so slow. I don't remember this being the case back then (and I originally played on like a Core 2 Duo E7500 I think?). My first guess was OptiFine, but I was not using that back then either. I didn't start using that until around 1.6 or 1.7, as I was using McPatcher for texture packs back then. Does the game just not like newer hardware or something, or was something "chnaged" with it retroactively? I noticed "achievements" are in it now which weren't the case back then. Or maybe for everything the modern versions do "wrong" with performance, is it possible they're actually "right" in other ways and that it wasn't all roses back then either? Either way this wasn't matching up with my recollections of it.
Now I'm double questioning my memory...
I also found this "erosion" in that same biome which I found coincidental since it matched up with what you were saying in another thread recently. I bet that line is a chunk border. A coincidental 16 blocks down, there's another smaller possible edge.
Also, I noticed on your map there's a ravine to the left in 1.5 (?) but not 1.6. Did you cover that up later, or was that a terrain generation difference?
You appear t have Vsync enabled and it is a know issue that in older versions this kills chunk update performance (even with Optifine chunk rendering was quite slow with Vsync enabled, though it only caused issues when flying around in Creative).
MC-32719 Chunk loading speed drastically decreases with Vsync
Duplicate of, which was fixed in 1.8:
MC-129 Chunks not loading surface, revealing caves, etc.
This is also something I fixed myself, using a fix provided in the comments, and general optimizations; this screenshot was taken while flying at 16 chunk render distance (which itself is more than vanilla supported, even before 1.3 limited it to 10, which also caused a lot worse chunk loading issues because the client was caching "empty" chunks and would fail to properly update them when the server sent new chunks:
With unlimited FPS chunk updates are much lower but chunks still render in fast enough since the game prioritizes chunks (or more properly, sections) near the altitude of the player:
Also, instead of setting the number of chunk updates per frame I added a "chunk update time" slider which controls how much of the idle time between frames is allotted to chunk updates (this is why updates are slower with unlimited FPS as there is effectively zero idle time, this also means updates reduce the FPS); vanilla does something similar but seems to calculate it in such a way that it incorrectly results in no time available (hence the aforementioned issue, updates can still occur but will be limited to no more than 1 per frame) unless you set the framerate limit to less than "Max FPS" (Optifine seems to force this when Vsync is enabled, otherwise, setting performance to "Balanced" (120 FPS) may fix the issue in vanilla but still cause less than optimal updates since it thinks the frametime is 8.3 ms instead of 16.7 ms; likewise):
("gamma offset" controls the light level curve near a light level of 0, which is always pure darkness, even if gamma could be set to higher than 1, which is restricted by validating all options to be within their proper ranges)
One thing worth noting is that chunk generation and chunk rendering are often confused with each other; even Optifine calls it "chunk loading" but it does nothing at all to actual chunk generation or loading from disk, only rendering.
I covered it up, along with other cave openings around spawn, you can see that it appears on the underground renderings, and they were unchanged from Beta 1.8 to release 1.6.4 (1.7 changed the way they generate but not their location, as a result of changing a value from 128 to 256, presumably because terrain now went that high, despite no actual changes to the altitudes of any caves; a similar change made dungeons, underground dirt and gravel deposits, and underground lakes twice as rare).
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?
Interesting. I just tried it without v-sync and yeah that brings things closer to performance levels I see in modern versions (though still lower in chunk rendering, but I guess that might be down to using OptiFine in the modern version and and it having the option to visually render more chunks per frame).
I didn't notice v-sync used to have such an issue. I don't even recall if I was playing with it on or off back then, either (I know I was playing without it for a time until switching to playing with it on in more recent years, but I'm not sure if I was playing without it originally). It's interesting how this is an example that the game really used to feel like a smaller indie project back then, as something like having a major performance implication unless v-sync is off would be a rather big oversight for a proper release game (and 1.2.5 was late enough that I would have thought such an issue should have long been fixed, as it wasn't like it was still in beta or anything).
Anyway, sorry for the off topic. I was originally wondering about the sheep once you mentioned it.
And yeah, I did notice the ravine was there on the underground. That's why I asked if you covered it, or if the surface generation was different between the two versions.
Over the past two weeks I've explored the eastern third of the map to the southwest, starting from an old return point I'd made in the northeast corner, which was at a network cave region I'd found but not explored until now; the large cave and maze cave system in the upper-right and right-center were the last things I'd previously explored while exploring around this area:
This included two of 4 large caves (volume >= 25000 blocks), seen near the bottom, and in the following close-ups and screenshots:
I then found a rather odd-looking ravine, of a type I refer to as a "TMCWv1 ravine", which are based on ravines in the first version of TMCW, as well as earlier mods, as far back as "World1v2", created in September 2013, and are characterized by an extremely high curviness, similar to cave tunnels; as well as a couple other large ravines (excluding a "vanilla" ravine with a volume of at least 25000 but a length/width/depth that were all within vanilla parameters, which I don't count. Technically, this ravine wasn't counted either as its volume was less than 25000 but if it had been below higher terrain it could have been over 50000, with the top exceeding y=95, the highest my analyzer goes. Another ravine (the third one) was also less than 25000 when measured below sea level but was almost entirely underground so it was close to the 30000 shown for y=95, so I did count it):
I also found another "large cave cave system", which is also based on a variant of cave system in TMCWv1 (I got the idea to add both of these when I replayed on it in 2019), where all the caves are larger "vanilla" caves, plus one extra large cave without branches (it tapers towards both ends like a ravine and has a length of 192 blocks, while other caves range from 89-128 blocks, including branches):
Also, speaking of TMCWv1, it has now been 9 years since I created the first world for what would become "TheMasterCaver's World", which itself wasn't publicly released until late April 2014, and the name of the mod itself likely came a comment suggesting that I call it "MasterCaver's WorldGeneration Mod" (the world itself was initially named "World1v4", continuing a naming scheme I used for other worlds which all reused the seed for my first world, but with various modifications to world generation, at first just the underground, then everything). TMCWv1 ravines and large cave cave systems also aren't the only features which were originally in my earliest mods; the long mostly horizontal caves in network cave regions, spiral caves in spiral cave systems, and vertical caves in vertical cave systems, as well as how mineshafts are laid out (using a grid system instead of completely random) all came from mods I made before TMCW.
One of the most interesting things I found was a concentration of large circular rooms, with 8 having at least twice the diameter of the largest rooms in vanilla (17 blocks), a threshold I chose since they otherwise aren't very large (about 10000 blocks in volume for 34 blocks, which is still 8 times the volume of 17 blocks), with the largest having a diameter of 63 blocks, the second largest room I've found within 1536 blocks and third largest overall (I found one that was 65 blocks wide within the Icelands biome off to the east; the largest was 70 blocks wide). Large circular rooms tend to cluster because they are most likely to occur in regions with "largerCircularRooms" set to true and a higher width multiplier applied to "vanilla" caves (which otherwise have the same size/density parameters as vanilla 1.6.4). Also visible on the map is a circular room cave system and two of the large ravines mentioned above, as well as several smaller large caves, and a "random cave system", which has "rooms" with various shapes generated along their tunnels:
This is an analysis of what is within the area shown above:
I've also found, but not explored yet, a massive cave which is easily one of the largest caves I've found in this world, large enough to go out of render distance, which itself is visible since a feature of TMCW is that when below sea level fog and the sky are pitch black unless there is sky light, which came from several small openings in the ceiling (otherwise the far end of such a cave is pitch-black, with lava flows / light sources fading into fog being another indication of the size):
Here is an underground rendering of what I've explored so far within the southwest map (with a 4 chunk border), I've mainly explored southwards due to following interconnected caves, though there is an area further to the north that extends further west; the furthest south I've gone is around z = 1650, around which point I stop unless it is the continuation of a feature that started within 1536 blocks, with the exception of when I explored the Icelands, and other new biomes:
As far as terrain goes, I found some very impressive overhangs in a Forest Mountains, which went as high as y=170, the 7th highest terrain I've found (excluding lower peaks in the same biome); adjacent to it is a Mega Mixed Forest, with all of the largest trees in TMCW (oak, spruce, birch, jungle; Mixed Forest has the smaller variants, which also generate as an understory layer in the Mega variant, as also happens in Mega Forest (oak; technically "mega trees" have their own leaves/saplings so they can be grown separately from 2x2 big oaks) and TMCW Mega Taiga (spruce). Notably, I actually first saw the Forest Mountains about 9 months ago, while exploring the south map; the first screenshot is a repost of one I took back then:
There is also another Extreme Hills along / just to the south of z = 1536 with some impressive-looking terrain (I have not scaled it since I haven't explored into it, same for the first Extreme Hills I found when I was digging a railway; including both of these I've now found 22 biomes exceeding the pre-1.7 height limit for terrain):
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 the giant cave I previously mentioned but hadn't explored yet; it turned out to be the 9th largest cave that I've found in this world with a volume of 289,000 blocks:
Some additional screenshots I took while exploring it; I've also now seen a total of 104 mobs in diamond or amethyst armor, including the zombie shown here (this seems like a lot but I've killed nearly 200,000 mobs):
Also, while this is "only" the 9th largest single cave (as opposed to clusters of caves, with a giant cave region being the most extreme example) I've found in this world it is still larger than the largest cave I found in any previous world, which was in TMCWv4 and had a volume of about 252,000, as well as 19 times larger than the largest cave I found in my first world (vanilla 1.6.4), with a much larger area explored, and 11 times larger than the largest known cave in vanilla (I have no idea how the caves in 1.18 compare). Here is a comparison of the 9 largest caves I've found in this world to the 3 largest caves in TMCWv4 and the largest known caves in TMCWv4, TMCWv5, and vanilla 1.6.4, as well as the largest cave I found in my first world:
In addition, here is a screenshot of my map wall, with most of a 3x3 level 3 map area filled in, plus around most of the edges (notably, not to the south of the south map; I've made a temporary diversion from exploring the southwest map to fill it in around the northern edge, otherwise, there are bits of the corners missing and some mismatches between adjacent maps, like near the top, but I don't mind that as much as the gap to the south):
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?
The first notable thing I found was a complex of two large caves and two large circular rooms, including another room with a diameter of 60 blocks or more, which is actually relatively uncommon, with the average seed only having one room this large within 1536 blocks, while I've now found 5, three within 1536 blocks; all caves were merged together for a total volume of over 100,000 blocks:
This is a comparison of the average size of the 10 largest circular rooms within 1536 blocks to what I've found so far:
There was also a smaller complex of larger vanilla caves, a smaller "large cave", and a large circular room with a diameter of 46 blocks nearby:
The most significant finding was a complex of three large caves, the largest of which had a volume of 164,000 blocks, the 25th "giant" cave I've found in this world:
Here are surface and underground renderings of the area from x = -512 to +512 and south of z=1536:
Also, these are CaveFinder renderings of a level 3 map centered at 0, 2048 and a list of some of the more notable features; I found the largest cave and circular room, as well as the largest large cave cave system, but did not explore it as it was too far south (it is partly visible on the renderings of the triple large cave complex and directly intersects them). You might also notice that the 5th large circular room is in almost the same location as the first one, which is the largest one I found; as it was almost entirely covered up I did not count it (it is visible as a 1 block deep imprint in the floor of the larger room):
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?
For comparison, the previous record was 1058 rails, followed by 1015 the next day while exploring a complex of 9 mineshafts in my first world, which yielded a total of 2739 rails (excluding chest loot and any rails that were washed away by water or otherwise popped off):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2365421-themastercavers-first-world?comment=100
I did analyze the mineshaft (based on the room I found) and it is the single largest mineshaft that I've found in this or any world, with a corridor length of 4305 blocks (the length of all corridors but not including stairs and crossings; this is equivalent to 861 supports; with an average of 0.2333 rails per block this comes out to an average of 1004 rails, which had long been the metric I used to measure the size of a mineshaft until I added the ability to see the size, then later the length, with my cave mapping/analysis tools):
This is also the 10th mineshaft that I've found in this world that by itself would be the largest mineshaft I ever found; as noted before this seed stands out for the number of large mineshafts, even so, the average seed actually has an even larger mineshaft, and the average was based on the area within +/- 1536 blocks centered on 0,0, while three of the top 10 mineshafts I've found are just outside of that area:
Also, the Extreme Hills I found along the southern edge of the southwest map (z=1536) turned out to be extremely large - about 1200 blocks long along an axis from the northwest to southeast, with the southeastern-most part past what I'd explored or generated (I went as far south as z=1700 to further to the west) and had many examples of terrain that lived up to the biome's name, as well as its "Extreme Mountains" sub-biome (a variant of Extreme Hills with more height variation and crazier terrain):
A biome map covering a 512 block radius centered at -1024, 1536; Extreme Hills is in gray (the same colors used by AMIDST) with Extreme Mountains being darker; based on this the area furthest to the southeast is a separate "Extreme Mountains" biome (in other words, Extreme Mountains can either be a sub-biome of Extreme Hills, where it will be surrounded by Extreme Hills and/or Extreme Hills Edge, or a standalone biome, where it is only surrounded by Extreme Hills Edge); either way, such a large biome will be several biomes merged together (the biome layer creates biomes that average 16 chunks across):
As seen on an in-game map (along the southern edge); Extreme Hills has a turquoise tint, making it easy to recognize from a biome like Hilly Plains:
Following are screenshots I took in a Creative world; the highest peak (y=188) was to the south of where I'd explored:
Also, these are wider-range views of a couple Forest Mountains and a Mountainous Desert to the east (I previously posted screenshots of them taken while playing), all part of a very long chain of highly mountainous terrain:
As far as caving goes, besides the mineshaft I found a colossal cave system for the 5th time in this world, as well as a ravine with a volume of 206,000 blocks, the 18th ravine with a volume of at least 100,000 and 11th with a volume of at least 200,000; as well as an oddly small "large cave cave system" with a volume of 67,000 blocks (the 16 other ones I've found were between 100,000-144,000) and various other large caves and ravines:
Here are CaveFinder renderings of an area along the southern edge of the of the southwest map which includes things I previously found:
From left to right and top to bottom are the large ravine, large cave cave system, a couple medium-large ravines intersecting, a colossal cave system (middle) with a giant cave to the east (the caves on top are part of a "ribbed tunnel cave system"), and a complex of multiple large circular rooms (>= 34 blocks shown):
Here is a list of all the larger caves and ravines (>= 10000 blocks, not every cave/ravine is listed as only larger ones are analyzed for performance); for perspective, I've found 11 caves with a volume of at least 10000 blocks in my first world, with several times the area of the entire world explored (such an area in TMCW would have around 400 such caves). One of the ravines (the long green one in the lower-right above) was analyzed with a higher maximum surface altitude as it was entirely underground (otherwise it is only about half the volume; for exploration purposes I only count caves/ravines that exceed 25000 as "large"):
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 not familiar with what your mod changes, but I can see there's custom armor (or is it just deep Purple for some other reason?). So maybe this is obvious, but.... why is your helmet iron? Surely with how far along you are, you could have made a better one, so I'm left with the impression this is a conscious choice for some reason?
The purple armor is amethyst, which is the top tier in TMCW, equivalent to diamond in vanilla, with diamond itself nerfed (except armor has the same increase in durability over iron as tools do, with the same protection that iron has in vanilla); you could say it is my equivalent of netherite, though I added it back in TMCWv2, released in mid-2014, so there is no connection between them (or the amethyst added in 1.17; my version generates as a proper ore and it goes back to a mod I used in mid-late 2013, which I'd actually edited (reply #126) to reduce the damage dealt, increase armor durability to match tools (as an iron chestplate is relative to iron tools), and used MCreator (my only experience with "proper" Forge modding) to add an ore which dropped the numerical item ID of amethyst (otherwise, the mod had you craft it from diamonds, emeralds, and quartz).
As for the helmet, that is one of my odd quirks (you also aren't the only one to point this out); for one reason or another I never saw the need to wear a helmet as part of my normal armor and instead pick up mob drops, which are actually quite sustainable to use, along with the rare helmet found in dungeon chests (I added all pieces of iron armor as rare loot). My base armor (chestplate, leggings, boots, all with Protection IV, plus Feather Falling on the boots) provides 76% damage reduction (17 armor points is 56.6% as I nerfed player armor from 4% to 3.3% per point (mob armor is unaffected); while Protection IV is 15% per piece, 45% total); an iron/chain/gold helmet increases this to about 80%, plus any bonus from enchantments.
Actually, at one time I only had Feather Falling IV on my boots but after some incidents/deaths I decided to increase the protection, at the cost of being able to put Unbreaking on them (the repair cost for amethyst armor is 21 levels per unit, plus the enchantment costs, which are 8 for Feather Falling IV, 4 for Protection IV, 8 for Mending, and 6 for Unbreaking III; and the cost limit is 49 levels; all these minus Unbreaking add up to 44 levels). It is also possible to omit Mending instead, for a cost of 42 levels, then 44 and 46 for the next two repairs, before using a ruby to lower the prior work penalty by 6 levels, or 3 workings, which is what I've been doing for my Vein Miner pickaxe, which costs 43-45-47 levels, then 21 levels for a ruby, repeat. Of course, you do need to find a biome that has rubies first, which I hadn't found until later on, unless I took a special trip to the Autumnal Forest or Savanna Mountains I'd found on the way to a stronghold (by the time I found a Vein Miner book, which only generate in structure chests, I'd found rubies in a Rocky Mountains that I explored while caving).
In a similar manner I use iron pickaxes taken from mineshaft chests to dig railway tunnels and work on secondary bases, in this case I enchant them at level 1 and combine them to as high as Efficiency V, Unbreaking III (I only need to mine around 2000 stone blocks, equivalent to 2 Unbreaking III pickaxes, per secondary base every 1 1/2 months or so, so I accumulate quite a few despite being relatively rare loot). The difference in mining speed is negligible (in fact, for stone there is no difference between wood and gold) since Efficiency contributes to most of the speed and mining times are in intervals of whole ticks. I also do this in part so all the uses of my main pickaxe represents what I've mined while caving, particularly in my first world (I could also use a diamond pickaxe in TMCW, as I used when branch-mining and in the Nether).
Also, for underwater work (as when digging rail tunnels) I wear a helmet with Respiration III and Aqua Affinity (anything else, as well as the material, doesn't matter as it is not for protection), which I also get from mob drops; which is virtually guaranteed by the time I need one as I first explore the entire map around 0,0 before I start making secondary bases, and mob equipment is quite common due to increasing the chance (20% for armored mobs on Normal, compared to a maximum of 15% in vanilla; mobs also "dress up" from head to feet, unlike newer versions, which go from feet to head, so helmets are the most common piece) and my "global difficulty" feature which reaches its maximum after 100 hours of play time (this means that all effects that are dependent on regional difficulty reach their maximum, regardless of where you are in the world, as opposed to vanilla's "inhabited time"-dominated mechanism, which I think was poorly implemented as it is actually a nerf unless you stay in the same area for a long time, 50 hours; prior to 1.6 vanilla was effectively always at the maximum).
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?
Oh, so there's no inherent reason for it, or rather the reason itself is just wanting to? I was wondering if some change to your mod made it beneficial or if it was just a choice for some other reason.
I guess I can get that. I can have an odd quirk myself where on birch and smaller oak trees, I will "trim" the random corners to make them more circular all the way around, if they are trees nearby locations of mine. I guess it's the same sort of thing. I don't know why I do it; sometimes I just do.
It's all about the fun! For the record, I don't think either changing your hat from time to time or wanting to prettify trees is really quirky.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!