TheMasterCaver's World (TMCW) is essentially a "total conversion" / "alternate development path" mod reflecting my own vision of the game as it might have evolved since 1.6.4, the most recent version I've ever played on due to changes in later versions, which partly influenced the development of this mod (I never actually made it with the intent to be a "fork" of the game but simply a collection of features made to enhance my own enjoyment of the game, as well as the enjoyment of modding itself, which led to the addition of many "secondary" features).
This includes many of my own unique features in addition to my own ideas of how some newer features could have been implemented, such as 1.9's "attack cooldown", Mending, favoring mining instead of resource farms, and especially terrain generation, the original and still main focus of this mod, hence its name (suggested by ScottishMushroom).
There are also features which are directly based on newer versions, if not functionally identical, including biomes, blocks, mobs, and game mechanics; as well as features restored from previous versions or even never properly implemented, and features taken from suggestions made by others (both for this mod and vanilla itself). In total, there are more than 500 new blocks/items/biomes/entities, and as many as a thousand additions and changes in total.
Another major focus of this mod is optimizations and bugfixes, including bugs which still haven't been fixed, or at least reduced, in the latest vanilla version, and bugs introduced by the client-server merge in 1.3.1, which ended the "golden age" for many players due to previously multiplayer-only bugs and latency/desync issues in singleplayer. Despite the amount of content added the footprint of the game is no higher than, or even lower than, vanilla 1.6.4 (the usual recommendations for modded versions, e.g. allocate more memory, are irrelevant).
Note that I primarily made this mod, and mods in general, for my own use and this affects the development/update schedule of this mod (I've not made significant updates for several years at a time while playing on my first world/other worlds; major updates (version 1, 2, etc) reflect major changes to world generation/internal mechanics and are not guaranteed to be backwards-compatible with older worlds), as well as what features/suggestions I may implement.
Downloads:
Version 5: https://www.dropbox.com/s/4xv6qmwuexfes13/TMCWv5.zip
Version 4.5: https://www.dropbox.com/s/ioa73iyby4nl3sg/TMCWv4.5.zip
Version 4: https://www.dropbox.com/s/3i24vzsdv9iaom3/TMCW_v4.zip
Version 3: https://www.dropbox.com/s/7rdter2h82lbvwl/TMCW_v3.zip
Version 2: https://www.dropbox.com/s/u81i9z7d1905m6m/TMCW_v2.zip
Version 1: https://www.dropbox.com/s/oqftqd9fxttolvo/TheMasterCaversWorldMod.zip
Installation instructions for the official launcher (also included in a Readme in the download; note that other than the name of the installation "TMCW" must match the name of the json file in the download, e.g. TMCWv5):
1. Create a new installation named TMCW with 1.6.4 as the version and click Play to download 1.6.4 (if you don't already have it), then close the launcher.
2. Go to the versions folder in .minecraft (%appdata% on Windows) and copy the 1.6.4 folder and rename it and the jar inside to TMCW.
3. Replace 1.6.4.json with the TMCW.json file in the download.
4. Using a zip utility like 7Zip or WinRar, add the contents of the "Mod" folder to TMCW.jar and delete the META-INF folder (note that the contents of the "Mod" folder were merged into the jar, don't add the folder itself, or anything else in the download).
5. Open the launcher and edit the installation you made to choose TMCW from the versions list; select it and you should be able to launch the game; since TMCWv4.5 successful installation is easy to confirm since the title of the game window will be "TheMasterCaver's World (version #)", otherwise, the changes to world generation will be obvious (e.g. "-123775873255737467" in vanilla 1.6.4) and the player skin will be my own skin (1.6.4 used an old skin server which no longer works, requiring a resource pack to change).
6. If the game fails to launch you may have misspelled something (e.g. "Failed to download file ... Exists: Nonexistent") or added files incorrectly (e.g. "NoClassDefFoundError") or forgot the delete META-INF (e.g. "SHA-256 digest error for aab.class", or similar). Newer Java versions (e.g. Java 17) have not been tested but if vanilla 1.6.4 runs then so should TMCW, but it is usually recommended to use e.g. Java 8 to run older versions.), the default player skin is also my own skin.
I highly advise changing the game directory (you can simply add a folder name to the end of the default path without creating one; e.g. ".minecraft\TMCW", which will be automatically created when you launch the game), both to avoid issues with the game crashing due to loading invalid settings from options.txt (since TMCWv4.5 this is no longer an issue) and/or resetting them as well as loading a world in the wrong version (since TMCWv5 only worlds it created can be opened, and it also stores statistics files under a different name, but vanilla can still see/load worlds it created).
Also, if Optifine (only supported by TMCWv4 and earlier) is used it should be installed first by manually copying the contents of the Optifine jar to the Minecraft jar (same process as described for TMCW), not by using its installer (the order the files are added may not matter but I installed TMCW after Optifine). There are no other mods that TMCW is compatible / have been tested with, including other mods I've made, so don't try to mix them.
This is also a singleplayer-only mod; I have not written it to be compatible with multiplayer.
Version 5 update:
One of the biggest changes is a complete rewrite of world generation, which consequently generates completely different worlds from earlier versions and was a major reason for the delay in releasing TMCWv5; some of the core changes and new blocks were added in an intermediate update, TMCWv4.5. Cave generation in particular is much more varied with many new variations added, as well as increases to the size of the largest caves, which can exceed a million blocks in volume, 600000 for ravines and 1.7 million for a giant cave region (for comparison, in previous versions they could reach about 500000, 425000 and 1.3 million respectively), and large caves are significantly more common. Also, only the very largest caves are now excluded from generating near the origin; due to this the "NoExclusion" patch that previously disabled this exclusion has been dropped, partly also to ease maintenance:

This is one of the largest single caves that I have found, with a volume of nearly 1.1 million blocks, located at at 420, -956 in the seed "6511199847387183207" (it is at the bottom-center of the image above, with the small cave to its lower-left representative of a typical "large cave" in vanilla 1.6.4, with the largest known such cave having a volume of about 26,000 blocks):



The same seed also has an enormous ravine at -620, 112, and they can get much larger - up to 368 blocks long and 50 blocks wide. This also shows how underground biomes now extend all the way down to and even including bedrock, with ore and bedrock variants added to match the "biome stone" blocks (these are a stone-like block variant which has the same properties as stone, thus you need Haste II + Eff V to instantly mine "sandstone biome stone", as opposed to earlier versions where it was real sandstone/snow/ice/etc, but it was limited to the upper third of the underground, and only lined caves before TMCWv4):

Another significant change to world generation is that the area within about 1000 blocks of the origin is always entirely non-ocean biomes - it is highly unlikely that spawn will be in/next to an ocean or on a small island, and it will be within a relatively flat and open biome (plains, tropical swamp, meadow, mega tree plains, bushlands, or oasis) in the Default world type; Large Biomes may place biomes too far away to be detected, and also has different origin continent generation so oceans aren't so far away (due to this Large Biomes is not simply an upscaled version of Default until you get further from the origin). Land is also more common, making up about a third of the world, compared to about a fifth in vanilla (about 75% ocean, plus "rivers" along shorelines). Here is a large-scale land/ocean map:

Also, all world generation (caves, terrain, feature placement) now fully utilizes a 64 bit seed; previously, and in vanilla, only biome generation used all 64 bits with the result that any seed which differed by a multiple of 2^48 had the same non-biome dependent features, and even the biome generator itself had "shadow seeds" which reduced the number of unique biome maps to 2^63, but this was fixed. Text seeds also now use a 64 bit hash function instead of 32 bit (e.g. "TMCWv4" now hashes to "-4968953994433483799" instead of "-1816924181"), and the selection of a random seed enables any 64 bit seed to be chosen (it was previously based on Random, with 2^48 possible 64 bit values, some of which likely had the same lower 48 bits), and a random seed is now only used if the textbox is completely empty so you can directly enter 0 as a seed (there was no technical reason why this wasn't allowed):

The same two seeds in TMCWv5, which are entirely unique down to river and biome borders:

"-2143500864" and "-7379792618385405355" in vanilla 1.6.4 (these are "shadow seeds", which give the same biome map but different terrain and reduces the number of unique biome layouts to 2^63 since every seed is one of a pair):

The same two seeds in TMCWv5, which again produce completely different worlds:

There are also several new biomes added, as well as many minor biome variants to improve existing biomes (e.g. Ice Hills now has its own "river" variant which uses the same generation as its parent biome):

Frozen Ocean now generates as a proper biome, instead of in tiny patches around the edges of Ice Plains (most of the "frozen" water alongside them in older versions/vanilla are actually Frozen River); similar to Tropical Ocean it can be found alongside snowy biomes and in patches of open ocean; unlike other biomes they try to avoid generating right next to opposite extremes. As shown here they also have icebergs made out of packed ice and Polar Bears, one of three variants of bears. The seafloor is also entirely gravel:

Oceans also have Shipwrecks, which come in 3 different sizes with the largest having a chest hidden below the deck (all sizes are fairly common but the largest size with loot is much rarer than in 1.13+):

Quartz Desert, which includes a new structure, Quartz Desert Pyramids, which has a main pyramid and two smaller pyramids; the main pyramid contains a maze inside which leads to a treasure room at the top which has the same loot as desert/jungle temples. One of the most notable features is that the walls are made out of "Reinforced Quartz Sandstone", which takes an extremely long time to mine even with an Efficiency V amethyst pickaxe; however, once you reach the treasure room there is a button which when pressed will convert it into normal quartz sandstone. There are also mob spawners hidden under the walls in the maze which spawn skeletons and white husks. Also visible in the distance are Saguaro Cactus, a large branched form of cactus (like normal cacti breaking the base will cause the entire plant to break; however, instead of dropping itself it drops saplings; if Silk Touch is used (blocks must be broken from top-down for efficiency) they drop logs which work the same way as wood logs (Silk Touch is not required):

Mushroom Forest, which has uniquely blue-green foliage, even affecting the color of spruce leaves (the only biome that currently does so), and huge mushrooms in all colors:

Mesa Plateau Forest, which generates at the top of Mesa Plateau and provides a source of wood and passive mobs in an otherwise barren biome which only has rabbits:

Another feature of Mesa biomes is the addition of mineshafts that generate above sea level; these are in addition to normal mineshafts and are smaller with spruce wood supports and gold ore which generates as part of the structure (it can only be found in mineshafts). Unlike underground mineshafts they only generate sections that have at least one block without sky exposure above them (this is only applied to mesa mineshafts, and only in non-Superflat worlds, avoiding the bugs that 1.10's implementation brought). Another change made to mesas is the addition of a red variant of clay which replaces the normal gray clay that previously generated:

Mineshafts in general were improved by adding platforms below all pieces, not just corridors, and they can no longer intersect themselves vertically (the "floor" of a piece, where the wooden platforms are, is now included when checking for intersections), and the type of wood is based on the types of trees found in the most common biome around the central room/start (most treeless biomes default to oak with some having other types of wood):

Badlands; this is not a rename of Mesa but an entirely new biome which is a combination of Mesa with different colors and a red sand desert; below the surface stone is replaced with red sandstone with pockets of red clay and red sand:

Icelands, a frozen version of Mesa and Badlands made out of snow blocks and packed ice, including new opaque and blue ice variants, as well as "vegetation" made out of ice and scattered blocks of "dry ice" underground:

Uniquely, instead of having lava caves in Icelands, as well as Ice Hills and Ice Plains Spikes, contain water instead of lava, and no lava is allowed to generate within these biomes (it may flow into them; low-level lava/water is separated as shown here). Also visible are Glow Squid, which can be found in any body of water below the surface:

Big Birch Forest, which includes two new variants of birch trees, including a 2x2 form, both of which also occasionally generate in normal birch forests, much as big oak trees do:

Autumnal Forest, based on a suggestion, including many of the mobs; including Black Bears, which are smaller than other variants and always hostile and never naturally spawn as babies; Autumnal Creepers, which are similar to normal creepers but have rubies added as a rare drop, making it renewable; Vampires, which have a chance of inflicting Poison when attacking and if attacked may spawn bats at the player's location which will chase them until the vampire is killed; and a new structure, Pumpkin House, which appears as a large pumpkin and contains two witches, a black cat, and a chest with loot. There are also 4 new variants of "autumnal" trees and bushes with their own leaf and sapling blocks, thus can they be grown anywhere. Despite appearances this is not a "hot/dry" biome; my custom biome coloring system allows them to be separate from the color:


Villages can now generate in Savanna Plateau and use "compressed cobblestone" variants and all-bark logs; villages in general are also more common for a given area of spawn biomes (the spacing was reduced and up to 3 attempts are made if a village failed to generate; they are still confined to their spawn biomes to help avoid derpy villages), and additional torches were added to ensure that every building is lit and the smallest houses now have doors:

Roofed Forests now have Woodland Mansions; a large cubical structure similar in design to my bases which has many different rooms in various combinations inhabited by witches and cave spiders (the whole structure acts like a witch hut with cave spiders added to the spawn list). Similar to 1.11 they are fairly rare but nowhere near as much; this one was found at -688, -816 in the seed "6511199847387183207" and a sampling of 10 Roofed Forests had 2 mansions (the sheer number of biomes makes any one biome fairly rare; the grid size for mansions is only 14x14 chunks vs 80x80 in 1.11 but there is an 80% failure rate due to terrain that is too hilly):

Mushroom Islands are much more colorful with more colors of mushrooms and Mooshrooms to match - green, blue and purple in addition to red and brown (brown was added in a later vanilla version):


Last, but not least, the Nether has finally had new content added, after having been neglected until now (one reason is because I barely spend any time in it, mainly using it to collect quartz for XP and my main base, never returning afterwards); including new mobs, Nether Husks, Nethermites, naturally spawning Endermen, dungeons (nether husk, witch, normal skeleton, zombie pigman. Similar to Endermen dungeons in the Overworld zombie pigmen spawned form spawners are always hostile but will not alert other pigmen when attacked), red and brown huge mushrooms, veins and lakes of magma blocks, lava lakes (small lakes that appear anywhere as in the Overworld), veins of gravel and soul sand (gravel does not fall during world generation), Nether gold ore, and significantly more "normal" caves, including larger variants and ravines (the ratio of air:solid blocks was slightly reduced to offset the increase in caves, there are still large empty areas though. Caves also form a secondary "lava level" at y=4):




Here are some of the many mobs/mob/entity variants that were added, not including ones mentioned above, along with some notable changes to existing game mechanics:

Endermites and Nethermites were added; Endermites may spawn when an Enderman teleports after being attacked by a player while both variants are an uncommon natural spawn in the Overworld/End and Nether respectively (this represents the only change that TMCW has made to the End so far, besides just refactoring the world generation code).

Skeletons now have a baby variation with similar behavior to baby zombies (move faster and fit in 1 block high spaces), and a Stray variant was added which mainly spawns in snowy biomes and a few other biomes (as with Husks they spawn anywhere as 50% of skeletons). There is also a chance, based on difficulty, that a skeleton will spawn with a sword instead of bow:

Added rabbits, which come in 10 variants, including a new red variant and naturally spawning killer rabbits (using the original name/texture), and spawn in most biomes, most notably in biomes which previously had no passive mobs, such as deserts; they are also immune to fall damage and cactus as they otherwise tend to kill themselves too easily:

Added 8 new tamed cat variants; black cats also spawn in witch huts and pumpkin houses, and ocelots were added to the passive mob spawn list and these do not despawn (only one spawned as "hostile" mobs), making them easier to find, including on Peaceful difficulty:

Similar to husks there are yellow, red, and while silverfish variants, and silverfish now naturally spawn in any biome below sea level (naturally spawned silverfish cannot enter blocks unless they have been attacked by a player). There are also more variants of monster eggs, renamed to Infested (block) for mossy/cracked stone bricks, the 1.8 stone types, and red sandstone (red sandstone always spawns red silverfish while other types depend on the biome they are in):

Fish now spawn in oceans, lake biomes, rivers, and swamps, can can be caught with a water bucket, giving a Bucket of Fish which can then be placed as water/fish; the model is based on the cod model for 1.13 while the color is based on the 1.6.4 "fish" item, which was not changed:

Another notable change to mobs is that nametagged hostile mobs and tiny slimes will not despawn and turn passive on Peaceful (interestingly, according to the code tiny slimes are not supposed to despawn on Peaceful in vanilla):

Hostile mobs also now require a block light level of 5 or less to spawn (sky light is still 7 or less, and the failure rate is still level/8 so a block light level of 5 gives a 5/8 failure rate); this complements the minimum light level that cave maps will map (6 or more).
Items and XP orbs also now float in water:

Here are screenshots of all the new blocks and items, excluding "similar" variants (e.g. infested granite, which looks just like granite, or mushroom blocks other than caps):

New items/item models, as well as a new item frame rotation mechanic (beds at the top); many redundant items were eliminated by having blocks drop themselves (e.g. bed block vs bed item,, which used a different ID), which enabled custom 3D block models to be used instead of the generic "2D with thickness" item model:

These are all the plants that can be placed in flower pots, with additional models obtainable by right-clicking them while sneaking; the tree models are different at every coordinate for a virtually infinite number of possible forms (not shown - every color of huge mushroom model, which are all the same as the brown ones shown). Also visible in the lower-left is a large variant of flower pot, crafted with a U of bricks (including the lower corners), which may be more aesthetically pleasing for larger plants:

Glow Ink Sacs can be used to make glowing item frames, signs, and paintings (added later); signs have white text instead of black and only the text glows. These are also shown inside a cage of Obsidian Glass, which blocks light while letting you see through:

Stalagmites are one of the most complex and varied blocks that I've added with a total of 21 item forms/base variants (7 each of small/large/giant) and 168 total variations when including complete render-only forms (you can also individually mine the blocks from larger variants; the item that drops will depend on how many blocks were above/below the one that was mined as also indicated by the size of the selection box and breaking animation, which covers up to 3 blocks at once):

Stalagmites also make renewable lava possible; if you place a liquid source block above the block a stalagmite is on and if it drips the corresponding liquid (usually water but netherrack, and stone in volcanic wasteland, drip lava) it will gradually fill a cauldron:

There are also dozens of new variants of ores to match their corresponding biome-specific underground blocks (only gold has a netherrack variant); this also shows the variants of sandstone from the side as well as 12 new bookshelf variants, corresponding to 0-11 books which can be added/removed by right-clicking them (the original recipe crafts a "normal" bookshelf which cannot store/remove books, same for any naturally generated bookshelves):

Several new additions, Hammers, Smelting, Vein Miner, Luck Of the Sea/fishing non-fish items, and Dry Ice/ice generators, completely change or add fundamental new game mechanics, respectively allowing uncrafting, using Fortune on iron and gold and/or not needing a furnace to smelt them, mining multiple blocks at once (besides blocks like cactus which cause other blocks to lose support), and a new way to obtain various items:

Also shown is the effect of "Smelting" a new enchantment which directly converts iron and gold ore into ingots, and enables the full effect of Fortune (hammers only apply half the effect, up to 1.6 items/block as opposed to 2.2; along with raw iron/gold blocks being crafted with 4 items this helps make Smelting much more desirable than easily obtained hammers).
Another new enchantment is Vein Miner, which allows you to mine up to 8 ore blocks at once (4 * level, with 2 levels) when applied to a pickaxe (completely mining most single ore veins other than coal/quartz), and up to 3 wood blocks above/below you when applied to an axe (ideal for carving a staircase up a 2x2 or 3x3 tree; only level 1 is needed):

Both Smelting and Vein Miner are classified as "true treasure" enchantments, meaning they can only be found in naturally generated chest loot (for comparison, Mending is only excluded from the enchantment table), and Vein Miner can only be found as a level 1 enchantment, except in "double dungeons", where both enchantments are most likely to be found (each is about 15 times more common than other enchantments in the first of 2-3 chests; double dungeons are about 1 in 16 dungeons, 1 in 5 in network cave regions), they are also about twice as likely in nether dungeons.
Also, fishing rods can now get Luck Of the Sea (via a book) and can catch items other than fish, even enchanted books (but not Smelting or Vein Miner), and the time between catches is shorter and less random (this was mainly added due to the addition of fish mobs, which otherwise makes fishing obsolete once you've found a river/lake/ocean). Note that Luck of the Sea is required to catch any treasure, and the area has to be "open" (similar to newer versions) as a strong nerf to AFK fishing farms (the way Mending works is also a major nerf as you can't automatically repair items; still, this would allow unenchanted fishing rods to be used if they could catch treasure by default).
Additional enchantments include Swift Sneak, functionally identical to the enchantment added in 1.19 (increases sneak speed by 15% per level, from 30% to 75% at level 3), and Long Fall, which allows you to fall one block further per level (up to 7 blocks at level 4) without taking damage, useful in situations where you frequently fall a bit too far (it is incompatible with Feature Falling but Protection is compatible and reduces fall damage), with both most commonly found in abandoned mineshafts (unlike Smelting and Vein Miner they can be obtained from the enchantment table and trading but at a reduced chance).
An interesting new block, Dry Ice, now allows you to make ice/packed ice generators in a similar manner to cobblestone generators; when water touches dry ice it will freeze and turn into ice (flowing water) or packed ice (water source); ice can be directly harvested while packed ice can be obtained by mining the ice with a non-Silk Touch tool, which will create a source block which then turns into packed ice (it may be easier to just craft packed ice from ice):

Notably, the idea for dry ice came from a suggestion which has unfortunately since been deleted and it was never properly archived; as in the sugguestion the main source is the surface is Ice Plains Spikes, where it generates in patches, along with single blocks in caves underground, including in Ice Hills and Icelands.
Other notable features include barrels, a cheaper, lag-free alternative to chests (I did previously improve the performance of chests but they are still rendered as entities), and composters, which give dirt instead of bonemeal and can compost more blocks and items than the 1.14 version.
Maps have also been completely reworked, including dozens of new colors, the ability to map the Nether, End, and most significantly, caves:

A surface map showing how different biomes have different colors (only general biome colors are used due to a limited palette); block variants, such as stained clay and wool, also have their own colors:

A map in the End, which was previously unmappable (they would show a grainy pattern). You can also see another feature of maps; while viewing a map your coordinates are displayed in the upper-left (this applies to surface maps as well, the screenshot above was taken before I added this):

Cave maps can be used to map the Nether (surface maps do not work); as mentioned above, this requires that you place torches regardless of visibility; this also shows how they work in more detail, notice the isolated diamond that corresponds to the torch at the top-center of the image:

Despite all of the content that has been added over the years TMCW remains incredibly lightweight; baseline memory usage is less than 30 MB (on a default Superflat world at 8 chunk render distance; the only thing a normal world changes is the amount of blocks loaded, depending on render distance every 16 block increase in depth (based on loaded sections, which is 1 for default Superflat) requires up to 21 MB of additional memory), and the size of the 1.6.4 jar plus TMCWv5 is smaller than vanilla 1.8 despite having far more content and a lot of redundant/dead code from unused vanilla classes:

A full list of all additions and changes can be found here (the download fo the mod includes this as well as lists of blocks, items, biomes, recipes, mechanics, etc):
https://www.dropbox.com/s/j3nvdeh0sd097o5/TMCWv5_changelog.txt
Descriptions for earlier updates have been moved to the comment section to reduce the size of this post (it exceeded the character limit and had nearly 200 images), and reduce the amount of formatting that I need to fix every time I update it:
Version 4.5 update
Version 4 update
Version 3 update
Version 2 update
Version 1 update
MCMap for TMCWv5:
https://www.dropbox.com/s/azsqpp5trzwlbj2/mcmap-TMCWv5.zip
This is an adaptation of MCMap by WRIM, itself an adaptation of the original made by Zahl, both of which are unfortunately no longer readily available as Zahl's thread was deleted and WRIM's website expired (archived version of Zahl's thread with a link to WRIM's website; the link above is to WRIM's GitHub) which correctly renders most new blocks and block variants in TMCWv5 and contains bugfixes and improves its cave rendering mode, the one feature that makes it stand out from most map rendering tools (unlike most such tools it only renders caves that have been explored, specifically, if there are torches in/near them; this is much like how my cave maps work except walls are ignored, but by using a realistic range false positives are minimized):
For comparison, this is how MCMap 2.4.3 renders the same world; it is possible to fix some of the colors with its colors.txt file but the majority of blocks in TMCWv5 are variants of existing blocks and what blocks have what variants is hardcoded into the program (for this reason I have not provided a colors.txt), and some blocks do not render at all:
Examples of the underground rendering mode, including an animation of what I explored over 10 days, showing how only explored caves (with torches) are rendered:
An example of the output window when underground mode is used; the original version prints out the location of every torch it finds (appears to be debug output that was left in), which I removed and replaced with the total number of torches found when finished. This and other changes help speed it up as well:

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The Ender Heart is a new drop from the Ender Dragon. It only drops in Singleplayer. The Ender Heart is a consumable item that gives the consumer two more maximum Heart Containers. It comes with a downside, however. Natural damage (Fall damage, drowning, burning, lava, suffocation, starvation..) will deal an extra heart of damage.
When the item drops from the Ender Dragon, it will drop as a "Solidified Ender Heart", being the second sprite. The heart right now is utterly useless. If you want to consume it, you need to repair it in an Anvil. Put the Solidified Ender Heart on the left and put an Eye of Ender on the right to get a consumable "Ender Heart" (being the first sprite) at the cost of thirty levels.
Even after death, the two extra Heart Containers will stay with you. They will stay with you indefinitely.
In Multiplayer, the Ender Heart simply doesn't drop from the Ender Dragon. This is for the sake of balance. You know, there are multiple people, so it'd be unfair if only one of them got to have the added effects. They can be spawned in using the /give command or Creative mode and used as a valuable gift from the administrators.
Last of all, there's a cosmetic effect. All of your normal heart containers (and the new ones) will appear to be solidified. It's just a cosmetic effect, a nice one IMO.
Thanks for reading this wall of text! Feedback is appreciated.
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Are you still able to mine? Check.
Build? Check.
Craft? Check.
Play the game how YOU want to? Check!
You're complaining about sounds, FFS. If they give you a headache, mute the game. If you dislike them, change them with mods. It's not hard.
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But anyway, there's a problem. How do you craft something you can't break? Also, whenever you place a piece, it will be there forever.
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What's rotten flesh useful for? Sponges? End Stone? All compressed ore blocks? Lapis Lazuli only dyes wool blue. Speaking of wool, once you've made a bed, it's useless. Well, besides paintings, but those are also useless. What about dyed leather armor? That's useless too.
Aesthetics =/= useless.
As for the second part, it doesn't sound too hard.
1. Every tick, the game checks if there's a solid block below the source block of the liquid concrete.
- If there is, leave the liquid as is.
- If there isn't, make the liquid source move down one block. (Or turn it into an entity, like gravel?)
2. After 100 ticks (5 seconds on a good machine), replace the liquid with a solid concrete block.
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1. You're a hypocrite. You're saying they're below 14 for supposedly liking Spongebob, yet you have an MLP (the show is meant for young girls) avatar.
2. Age =/= maturity.
3. On-topic. People complain about this all the time. Mojang won't change it just for you. You can try going in the textures and removing the nose from all the villager textures.