• 0

posted a message on Found two pink sheep in a flock of four
Quote from erictom333»

Hang on a minute, let me do the maths.

p(pink sheep) = 0.00164

Pr(2 pink sheep out of 4) = 4C2 * 0.00164^2 * (1-0.00164)^2 ≈ 0.0000161 which is about 1 in 62171. You're welcome.

This is only true if the RNG was perfectly random; as it is, it is actually quite terrible, or at least the way it is seeded per-chunk is; consider the following:

https://www.chunkbase.com/apps/mineshaft-finder#-123775873255737467

Notice how almost all of the locations appear to be mirrored across the x and z axes - they are in fact the exact same mineshafts, a bug which I first noticed many years ago (and have long since fixed in my own modded versions; the example shown is a particularly bad case but every seed is affected to some degree; interestingly, this seed, the seed for my first world, in affected far less severely in older versions):

https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/197499-random-world-generation-not-so-random-smallest

https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/2929490-the-chunk-seed-algorithm-used-by-caves-and-some

The pink sheep bug I mentioned before is similar, except everything is the same within 32x32 chunk regions (source code from 1.12, the latest version I've been able to find source for online, probably because MCP hasn't updated since then):

```MapGenVillage.java

this.distance = 32;

int k = chunkX / this.distance;
int l = chunkZ / this.distance;
Random random = this.world.setRandomSeed(k, l, 10387312);

World.java

public Random setRandomSeed(int p_72843_1_, int p_72843_2_, int p_72843_3_)
{
long i = (long)p_72843_1_ * 341873128712L + (long)p_72843_2_ * 132897987541L + this.getWorldInfo().getSeed() + (long)p_72843_3_;
this.rand.setSeed(i);
return this.rand;
}

EntitySheep.java

public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata)
{
livingdata = super.onInitialSpawn(difficulty, livingdata);
this.setFleeceColor(getRandomSheepColor(this.world.rand));
return livingdata;
}```

First, MapGenVillage calls "world.setRandomSeed" with chunk coordinates that are divided by 32, making them the same across 32x32 chunk regions (due to integer division; 0-31 / 32 = 0, 32-63 / 32 = 2, etc), which directly sets the state of "world.rand", which is in turn used by EntitySheep when setting a "random" (or not so random in this case) wool color.

Even if this were not an issue the mineshaft map and the links I provided shows that there are serious flaws in how the game calculates a "chunk seed" for every chunk during world generation, causing a high degree of correlation between nearby chunks, chunks with similar coordinates, or in various other patterns (as mentioned before, the OP's screenshot shows more than 4 sheep so several packs have likely mixed together, they do spawn in packs of 4 but will not remain together as soon as they start wandering around, unless they are babies).

Posted in: Survival Mode
• 0

posted a message on Found two pink sheep in a flock of four

Up to at least 1.12.2 there was a bug where sheep wool colors (per pack) were the same across 32x32 chunk regions, or with minimal variation, due to sloppy coding practices (the "world" RNG they refer to is only supposed to be used for random events, like item drops, Fortune, etc, and for some reason they used this RNG when determining if a structure (village or temple, maybe others since 1.6.4) could generate, despite structures having their own RNG precisely for this purpose), and it was common to find up to dozens of pink sheep in the same area. Even if it has been fixed (the report is marked "awaiting response"/verification that it still occurs) it is entirely possible to have more than one pink sheep in a pack, or adjacent packs (I see at least 10 sheep, and they won't remain together for long).

Notably, after fixing it myself it became much easier to find pink sheep because instead of being randomized per-region they are now per-chunk; increasing variation by up to 1024-fold; before then I only found pink sheep once in my first world, but multiples nearby, while since then I've found two more, but by themselves in widely separated areas, and have similarly found them many times in multiple other worlds, always only one at a time (the probability of a sheep being pink is 0.164% or about one in 610; for comparison, the last time I analyzed my first world with MCEdit it found 7341 sheep, meaning that about 12 should be pink, more than I've actually found. Another world had 2700 sheep, or 4-5 pink sheep, of which I found 2; in both cases it may simply be because I haven't seen them, not that they are rarer than expected, and it is expected that there were originally more sheep spawned during world generation).

Posted in: Survival Mode
• 0

If you want to be able to choose between different modpacks in the launcher (like a version) you create a separate installation and game directory for each modpack (create a new installation and select the appropriate version from the versions menu, which should include modded versions); this even works for modpacks using the same version as each one will have its own set of files; this is also very highly recommended as it will keep everything separate (opening a world in the wrong version will have disastrous results, and conflicts between settings in options.txt and other configuration files is the leading cause of crashes or bugs when switching versions).

See: https://minecrafthopper.net/help/guides/changing-game-directory/

Posted in: Mods Discussion
• 1

posted a message on What Should Be Done First in Hardcore
Quote from Hexalobular»

Don't try to clear the entire area or all the caves of mobs, then the last place you get to will have tons of mobs.

One thing that some people don't realize is that it is counter-productive to light up caves when it comes to minimizing the number and rate of mob encounters - the safest way is to use Night Vision, as shown by my progress while exploring a single "giant cave region" (based on what others have said my impression is that 1.18 is basically like that everywhere underground); you can see that the ratio of mob kills/ores mined started rising after the first few days, peaking at more than one mob for every two ores mined on the last day; the overall daily ore mining rates also dropped from day to day (the last day was up to when I finished exploring it), with the ever-increasing number and especially density of mobs being a significant factor (at some points I couldn't make any progress for 5-10 minutes because there were so many mobs respawning so quickly; granted, it wouldn't be as bad in vanilla since in 1.18 the mob cap is spread out over twice the height, plus I reduced the "no-spawn" zone around the player from 24-16 blocks, conversely, my "attack cooldown" system lets me attack multiple mobs much faster than 1.9 allows so I can deal with them faster; either way, even in 1.18 light sources (torches) only inhibit mob spawning up to 13 blocks away so this "no-spawn" zone is still more significant):

Also, it is safer to go caving at night since surface mob spawns will take up part of the mob cap, as shown in this example for vanilla 1.6.4; I added a count of the hostile mobs above and below sea level, with over half the mobs above sea level (in TMCW I made it so the "cave" cap is independent of the "surface" cap, similar to Bedrock Edition, which significantly increased average daily mob kills from 350 to 500):

Also, I'm curious as to how often the average player places torches; I place them when the light level has dropped to 2-3, which leads to a minimum light level of 8-9 between torches; I've seen claims that the changes to mob spawning in 1.18 significantly decreases torch usage but I place torches for visibility so this wouldn't matter at all, and at the most you should be placing torches on the first block with a light level of 0 since you won't be able to see most mobs until they walk into the light (or should, I strongly believe that total darkness should be pitch-black; the optimal torch spacing for 1.18 means you'd be walking in total darkness half the time, and you wouldn't be able to see where the light ends) so this is riskier in any case - I placed over 7,700 torches in the giant cave region mentioned above:

These are from other caves and ravines:

Posted in: Survival Mode
• 1

posted a message on Ore variations

Some people are already annoyed enough by the fact that there are now two variants of each ore, but at least they occur on different layers, while adding variants for andesite, diorite, and granite would mean you'd have to deal with 4-5 variants (at least with Silk Touch), and some ores may be difficult to see due to low contrast (this is an issue I've had in my own mod, which adds ores based on sandstone and other blocks which replace stone in deserts, mesas, ice plains spikes, etc. Iron in particular is very hard to see against a granite background, at least with the old texture):

Posted in: Suggestions
• 1

posted a message on TheMasterCaver's World
Quote from BlackCat159»

I have a few questions about the mod:

1. Why does every mushroom kind have its own separate pores and stem variant? They all look exactly the same, only the green ones differ from the rest in that they glow.

2. Why is there no Granite and Diorite bedrock? On a similar note, have you ever though of adding exclusively Granite/Diorite/Andesite caves? Maybe even only under specific biomes?

3. I have noticed that not every Desert Pyramid spawns with a Sandstone Pressure Plate. Why is that? And why is the very top of the Pyramid now closed? I guess it looks more like a Pyramid now, but the top being left open provided easier discovery and access when the Pyramids got covered in sand dunes. It also allowed some light to enter the interior.

1. This is how they worked in vanilla until 1.13, which added a completely separate block (not just a variant), but also removed their drops, reducing the number of small mushrooms you get per huge mushroom:

1.13
There is no longer any distinction between brown and red mushroom stems, and the stem block is now a separate block from the caps. Mushroom stems no longer drop (small) mushrooms when broken, but can now drop as stem blocks when mined with a tool with the Silk Touch enchantment.

https://minecraft.fandom.com/wiki/Mushroom_Block#History

https://minecraft.fandom.com/wiki/Mushroom_Block#ID (Bedrock Edition still uses the original IDs and data values; one difference in TMCW is that I swapped 0 (all pores) and 14 (all cap) so the latter is the "default" texture, as seen in statistics, and added a new state, DV 11, which has the cap texture on all sides except for the bottom, which is pores, and is used by the smallest mushroom variants)

2. I didn't add them since there are no biomes with granite or diorite-based underground blocks (as part of terrain, not including "ores"); similarly, the lack of ore variants for these blocks is because cases where they overlap aren't that noticeable and you'd have to deal with 4 variants of iron and gold everywhere in stone-based areas (this can already be enough that when I recently explored an Iceland biome I used Smelting instead of Vein Miner because it was far more convenient to not have to deal with up to 5 ore variants (it was adjacent to a Quartz Desert, thus I was finding stone, quartz sandstone, snow, packed ice, and blue ice ore variants; the lack of an opaque ice variant is due to being similar to packed ice to not stand out too much. There is also only one hardened/stained clay variant as I'd have to use another block ID for every ore), plus it is very hard to see granite-based iron ore (as it is, I've tweaked the textures for various ores several times to make them easier to see, with iron, gold, and diamond having the biggest contrast issues, they even have two different overlay textures as a result).

3. This is a feature added in TMCWv4; there are 12 variants of desert temples, defined by combinations of trap and/or spawner types, making them more varied (e.g. somebody who didn't know this might just open a chest only to realize too late that it was a trapped chest, and even then they might not realize that there can be both a pressure plate and trapped chests, instead of one or the other):
Each of the following has a 10% chance:
1. Pressure plate (vanilla)
2. Pressure plate with skeleton spawners
3. Pressure plate with zombie spawners
4. Pressure plate with skeleton spawner and zombie spawner
5. Trapped chests
6. Trapped chests with zombie spawners
7. Trapped chests with skeleton spawners
8. Trapped chests with skeleton spawner and zombie spawner

Each of the following has a 5% chance
9. Pressure plate and trapped chests
10. Pressure plate and trapped chests with skeleton spawners
11. Pressure plate and trapped chests with zombie spawners
12. Pressure plate and trapped chests with skeleton spawner and zombie spawner

https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1294926-themastercavers-world?comment=123 (zombies are now husks but they are otherwise the same)

Also, desert temples no longer generate at a fixed altitude and as a result are much less likely to be buried (this can still happen since they won't generate too high above the lowest block under them, or more than 16 blocks above sea level). The top was covered in part to make the interior darker, though this is less of an issue since I added an "ignoresSkylight:" flag to spawners so the mobs they spawn can spawn in any level of sky light (only block light inhibits them).

Posted in: Minecraft Mods
• 1

posted a message on TheMasterCaver's World
Quote from BlackCat159»

This is my first time on the Minecraft forum, so I'm not sure how the formatting will be, but what is up with the Nether dungeons? They seemingly don't have floors, so when they appear just above a ceiling in the Nether, all of the mobs fall and die.

Odd, I've never seen a dungeon like that before; this is actually a quirk of vanilla generation - while dungeons will only generate if the floor is entirely solid if it is only only block thick the floor will be deleted instead (I've seen this before in vanilla/Overworld, just not a Nether dungeon like the one you found, or without a floor at all):
This is the vanilla code, I just copied and modified it, the second "if" is what causes the floor (and walls) to be deleted if there is not a solid block below it:
```if (var10 != par3 - var7 - 1 && var11 != par4 - 1 && var12 != par5 - var8 - 1 && var10 != par3 + var7 + 1 && var11 != par4 + var6 + 1 && var12 != par5 + var8 + 1)
{
par1World.setBlockToAir(var10, var11, var12);
}
else if (var11 >= 0 && !par1World.getBlockMaterial(var10, var11 - 1, var12).isSolid())
{
par1World.setBlockToAir(var10, var11, var12);
}
else if (par1World.getBlockMaterial(var10, var11, var12).isSolid())
{
if (var11 == par4 - 1 && par2Random.nextInt(4) != 0)
{
par1World.setBlock(var10, var11, var12, Block.cobblestoneMossy.blockID, 0, 2);
}
else
{
par1World.setBlock(var10, var11, var12, Block.cobblestone.blockID, 0, 2);
}
}```

Otherwise, they do generate normally:

Interestingly, I found a bug report about this, though it was marked as a duplicate of a completely different issue (in a 1.8 snapshot falling sand and gravel would overwrite the block they landed on; the 1.12 source still has the same code shown above so this is not what was fixed), and a comment is completely wrong about the cause (caves do in fact generate before anything else and can't possibly overwrite anything other than the basic terrain):
MC-94804 Dungeons generate without an entirely solid floor

[Mod] Kumasasa added a comment - 25/Dec/15 9:10 PM
The order how caves and dungeons are created is most probably wrong on the wiki.

(this is far from the only time even Mojang seems to misunderstand how their own game works; they've also thought that caves overwrite strongholds despite evidence to the contrary (vanilla even restricts them to only removing certain blocks, and always has, hence why vanilla 1.6.4 doesn't have cave openings in deserts)

Having said that, I may change it so a dungeon can't generate unless more than a certain percentage of the floor is solid on the second layer (still allowing some degree of opening, I imagine the intent was to allow mobs to drop down from the ceiling, which is usually not that high), otherwise, as mentioned before I've seen dungeons mostly without a floor but it is very rare (a cave has to generate just above a ceiling so the area below a potential dungeon is 1 block thick and it normally won't be that large due to the ceiling being curved).
Posted in: Minecraft Mods
• 1

posted a message on TheMasterCaver's World (version 5 / TMCWv5)

Today... I had my most extreme play session ever recorded with a staggering 7,150 resource blocks and 6,286 ores mined - including 4,325 coal and 1,715 iron - more than the majority of players have likely ever mined in their entire time playing:

I collected a total of 6,875 resources and other items; the discrepancy being due to the fact that I crafted at least 2,000 torches (I started with 2 stacks of logs, with additional torches crafted with sticks dropped by witches), consuming around 500 coal, plus another 188 coal to smelt around 1,500 iron and gold:

This before and after shows the area I covered today (which is still relatively small by most standards, a single large mineshaft covers most of the area):

Despite the record amount of ores and resources mined I did not set new records for mob kills or XP collected, even for this world (862 mobs and 9,830 XP, excluding non-caving sessions), and a disproportionate amount of ore was coal and iron as most of the caves and a mineshaft I explored were higher up (in particular, 7 out of 22 diamonds came from minecarts). Also, I've mined nearly 4,000 ores per session over the past 7 sessions, including 2,600 coal and 1,040 iron, easily the most extreme such period on record (it is no coincidence that I've only posted twice over the same period, I also say "session" and not "day/week" because I've played twice in one day on recent weekends, today was just a single session).

That said, my actual playtime was about 5 hours and 49 minutes, or 5.82 hours, or only about 50% longer than usual, which also means that I mined an average of 1,229 resource blocks and 1,081 ores per hour, both about 25% above the long-term average (much of the day-day variation in ores mined is due to variations in rates, not session length):

2022-08-13 15:55:36 [CLIENT] [INFO] Setting user: TheMasterCaver
2022-08-13 15:55:36 [CLIENT] [INFO] (Session ID is)
2022-08-13 15:55:36 [CLIENT] [INFO] LWJGL Version: 2.9.0
2022-08-13 16:09:49 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_16.09.48.png
2022-08-13 17:12:04 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_17.12.04.png
2022-08-13 17:24:51 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_17.24.51.png
2022-08-13 17:43:32 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_17.43.32.png
2022-08-13 21:44:44 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_21.44.44.png
2022-08-13 21:44:48 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_21.44.48.png
2022-08-13 21:44:50 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_21.44.50.png
2022-08-13 21:45:14 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_21.45.14.png
2022-08-13 21:46:08 [CLIENT] [INFO] [CHAT] Saved screenshot as 2022-08-13_21.46.08.png
2022-08-13 21:46:27 [CLIENT] [INFO] Session stats: 7150 6286 4325 1715 139 62 30 15 0 0 0 0 611 207 46 6 679 9680

Also, this world will soon surpass TMCWv4 as my third longest-played world, behind TMCWv1 and World1, with 35.88 days of playtime:

```World1                     180.61 days  4334.64 hours  1228 sessions (3.53 hours/session)
TMCWv1 (replayed*)          42.56 days  1021.44 hours   284 sessions (3.59 hours/session)
TMCWv4                      38.95 days   934.80 hours   243 sessions (3.85 hours/session)
TMCWv5                      35.88 days   861.12 hours   219 sessions (3.93 hours/session)
TMCWv3                      15.83 days   379.92 hours   104 sessions (3.65 hours/session)
InfiniteCaves (recreation)  15.62 days   374.96 hours   122 sessions (3.07 hours/session)
World1v2                     8.57 days   205.68 hours    73 sessions (2.82 hours/session)
TripleHeightTerrain          8.25 days   198.00 hours    53 sessions (3.74 hours/session)
World1v3                     7.27 days   174.48 hours    59 sessions (3.08 hours/session)
TMCWv2                       5.62 days   134.88 hours    52 sessions (2.59 hours/session)

Total                      359.16 days  8619.92 hours  2437 sessions (3.54 hours/session)

*TMCWv1 (original)          14.72 days   353.28 hours   103 sessions (3.43 hours/session)
(replayed started from 11.32 days / 83 sessions```

As for what I was exploring to play for so long, I'd found the second giant cave region in this world a couple days earlier and today I came across a mineshaft that intersected it, in enough places that I eventually decided to explore the mineshaft (not just the parts intersecting, as I've previously done), which turned out to be one of the largest mineshafts I've found - I explored the entire thing, plus additional caves and ravines intersecting it.

Here are various screenshots I took in recent days, many from the giant cave region, with about a third of it explored so far based on the time the last one took (minus the time spent on exploring the mineshaft); I also found another Ice Hills (a small sub-biome within Ice Plains, as opposed to a full-size biome) and an Ice Plains Spikes, with the giant cave region intersecting both of them (the lower layers under the Ice Plains Spikes should be interesting, with water instead of lava, this also makes it a lot safer to explore, otherwise you need to treat them as if you are exploring the Nether due to the large drops and the size of the lava lakes; of course, you can use water on it):

A skeleton killed two creepers in a row on the same spot:

These were both seen about 30 minutes apart:

Posted in: Survival Mode
• 0

posted a message on Biome Scale Weight?

This affects the amplitude of height variations from a base height, which is itself affected by "biomeDepthWeight", which increases the base elevation differences; biomeDepthOffSet shifts everything up or down and biomeScaleOffset likewise increases or decreases general height variation:

```float f5 = this.settings.biomeDepthOffSet + biome1.getBaseHeight() * this.settings.biomeDepthWeight;
float f6 = this.settings.biomeScaleOffset + biome1.getHeightVariation() * this.settings.biomeScaleWeight;```

For example, Plains has a low base height (near zero, with the zero height being slightly above sea level) and low height variation, Ocean has a negative base height (below sea level), Extreme Hills has a moderately high base height and height variation (interestingly, prior to 1.7 the height variation was much higher, 1.7 instead emphasizes the base height, leading to more consistently higher terrain but with less variation), Savanna Plateau has a high base height and low height variation, and so on. Biomes that set one or both to zero won't be affected by the corresponding weight (multiplicative), only the offset (additive).

Also, Amplified is equivalent to setting the offsets to 1, biomeDepthWeight to 2, and biomeScaleWeight to 4, except only biomes with a positive base height are affected (i.e. oceans, rivers, swamps, etc aren't affected, unlike in Customized):
```if (this.terrainType == WorldType.AMPLIFIED && f5 > 0.0F)
{
f5 = 1.0F + f5 * 2.0F;
f6 = 1.0F + f6 * 4.0F;
}```

Also, the big spikes that occur in oceans with certain presets are caused by a division by zero and/or sign reversal in the code; for whatever reason Mojang decided to never fix it:
`float f7 = this.biomeWeights[j1 + 2 + (k1 + 2) * 5] / (f5 + 2.0F);`

(if f2 is set to -2 then (f5 + 2.0F) will be zero; in particular, Deep Ocean has a base height of -1.8 so setting biomeDepthWeight to 1.111... or more will cause it to reach -2 or less)

Posted in: Discussion
• 0

posted a message on How many people play Java vs Bedrock edition
Quote from KVRM»

Well, to my knowledge, it is impossible to connect java and bedrock. The reason being, that they are two completely different games that happen to be the same for the most part in terms of gameplay. Confusing, I know. While they are both minecraft, they have nothing in common in terms of code; they are written in two different programming languages. The original minecraft (java) is, as the name suggests, written in java and bedrock in c++, or the corresponding languages for ios, android etc. because bedrock was meant to make cross-platform possible, which it did, but it wouldn't have worked with java.

Disclaimer: I, too, am no expert. I only happen to know a thing or two and it might very well be the case that some things I wrote are not entirly true. I just wanted to share some knowledge I gathered with about a decade's worth of experience in minecraft.

regards

KVRM

Programming language differences have nothing to do with the incompatibilities - it is entirely because the network protocols are different (case in point - many of the tools and editors for Java Edition are written in C++ and other languages; all that is needed is a common way to read the data, which is down to the CPU architecture, mainly "endianness", and even then you can read "little endian" data as "big endian" and vice-versa, and nearly all modern CPUs are little-endian; similarly, while Java doesn't have unsigned integer data types (except for char) they can be handled as such via bit masks; e.g. "int data = readByte() & 255", which converts a signed byte into an unsigned value).

In fact, you can actually connect to a Java server with a Bedrock client using tools like "GeyserMC", and presumably vice-versa, although I've only found results for the former (most likely due to the moddability of Java; you'd have to be able to mod a Bedrock server to allow Java clients to connect to it, either that, or mod the Java clients, but modding the server is much simpler since vanilla clients can be used).

Otherwise, the biggest difference between Bedrock and Java would be in rendering (Java uses OpenGL while Bedrock uses DirectX); there is no reason for any differences in things like world generation and game mechanics (I've done some coding in C++ while modifying a mapping tool to properly render blocks in my mod and the code is very similar to Java; in fact, Java's syntax was based on C, and otherwise you can do pretty much the same things with similar, if not identical, code, which also all gets compiled into the same basic machine code (the main difference here is the way they are compiled; Java can be run on any system with a JVM that supports it since it is compiled at run time, thus the same jar file for Java Edition can run on Windows/Mac/Linux, and even mobile devices, while Bedrock Edition must be precompiled for each platform).

Posted in: Discussion
• 1

posted a message on TheMasterCaver's World (version 5 / TMCWv5)
The ravine I found earlier turned out to be the largest ravine I've ever explored, with a volume of nearly 400,000 blocks, likely more since CaveFinder only counts the volume below y=63 and as often is the case the ground was deeper:

If you are wondering how I took this screenshot, I actually copied the region files with the ravines to a Creative world to take the screenshots, partly so I could set the render distance to 16 without generating more chunks than necessary, as well as to set the time to night:

These are before and after screenshots of my map, with the ravine clearly visible near the upper-right; I'm standing at the western end in the first one:

Not only that, it was one of 8 intersecting ravines, including two other large ravines (volume >= 25,000 blocks), 7 if you don't count one ravine which was almost entirely overwritten by the mega ravine; either way, this is the second most intersecting ravines I've ever found, behind 10 in TMCWv4; 7 is also the most intersecting ravines in vanilla:, with another occurrence of 7 intersecting ravines found in this world. The total volume of all the ravines was also over half a million blocks:

This is the same map but with the width divided by 10, revealing an 8th ravine (#2 in this image) which is almost entirely overwritten (a bit of one end sticks out to the north near the middle of the largest ravine):

Also, this is one of the large caves I found before, which had a volume of about 149,000 blocks, along with yet another large cave which I haven't explored yet (or the one with a large surface opening near where I built my latest base):

This is actually a separate cave which was connected to the cave:

Another large cave which I haven't explored yet, the far end extends into a Volcanic Wasteland biome, as seen by the veins of magma blocks:

Also, this shows just how much I've explored in just a few days - my playing has reached unprecedented levels as my online social presence has declined to near zero (I simply cannot fathom what happened to the millions of people who used to frequent this site, with literally days passing without a single post in this section, and only person posting in this thread in over half a YEAR. I've even searched for many of them yet they all seem to be dead/inactive online, or it isn't as common as I thought to reuse the same names elsewhere, or they simply aren't posting for whatever reason - they do realize that they are only contributing to the decline of the site if they don't post, right?):

In fact, I've set a new goal for this world - to mine one million ores, a goal which I'm more than two-thirds of the way to, and a third as many as I mined in my first world; I've also had to expand my storage area as I ran out of space for coal (at first I stacked barrels, then I dug out a basement area similar to the one in my first world, with everything moved down to it so I can effectively start fresh with the original storage).

Also of note, I've found another seed with a record large (single) cave, this time with a volume of 1.19 million blocks (this is still less than 100,000 blocks larger than the cave that was the largest for over a year, but simulations show that caves of up to 1.5 million are possible):

The seed also has some interesting terrain, as well as a desert temple and woodland mansion near spawn:

Here is a surface rendering and CaveFinder analysis; you might notice that I've added additional information, such as the type of cave, where 1 is the smallest and 4 is the largest (both on average; types 1-2 are the "original" variants since TMCWv2 while 3 and 4 are a new larger type added in TMCWv5, same for type 4 ravines, which are the same as type 3 except they have an additional random length/width added). There is also another cave with a volume of two-thirds of a million and a ravine with volume of half a million:

```Seed is -4463799825216764300
Center is 0, 0 and radius is 1536 blocks (from -1536, -1536 to 1535, 1535)
Showing up to 10 results for each category. Locations are the center unless noted.

Locations of colossal cave systems:
1.   584   664 (volume: 245558, type: NE-SW)
2.  1256  -344 (volume: 245675, type: N-S)
3.   648 -1528 (volume: 245612, type: E-W)
4. -1480 -1304 (volume: 252169, type: E-W)

Locations of circular room cave systems:
1.  -168  -216
2.   360   280
3.   344  -504
4.   744  -248
5.  -536   648
6.   600   792
7.  -136 -1016
8.   504 -1000
9. -1048   392
10. -1160    24

Locations of ravine cave systems:
1.   232    24
2.  -136   264
3.  -296  -488
4.   600   296
5.   728  -472
6.    88   920
7. -1064  -376
8.  -776   904
9. -1160   264
10.  -424  1160

Locations of vertical cave systems:
1.   104  -248
2.   488   264
3.  -424  -472
4.   488  -472
5.  -168   776
6.   232  -760
7.  -904  -376
8.  -152  1048
9.  -904   536
10.   744  -760

Locations of maze cave systems:
1.    -8   296
2.   104  -888
3.  -936   296
4.  1000   136
5.  -648  -760
6.   -40  1048
7.  -936  -888
8.  1112  -744
9. -1288  -504
10. -1160  1160

Locations of combination cave systems:
1.   264  -168 (type: CRM)
2.  -296  -120 (type: RZV)
3.  -312  -200 (type: CRM)
4.  -312   408 (type: CRM)
5.   584   184 (type: CRM)
6.   632   168 (type: RZV)
7.  -568  -376 (type: CRM)
8.  -248  -696 (type: RZV)
9.  -888   200 (type: RZV)
10.  -888   328 (type: CRM)

Locations of random cave systems:
1.    40   -88
2.  -200  -104
3.   392   136
4.   520   328
5.   616   488
6.   168  -872
7.  -904   -24
8.   744  -536
9.  1064  -168
10.   440  1064

Locations of ribbed tunnel cave systems:
1.   -72   360
2.   408     8
3.   440   200
4.    40   504
5.   504   200
6.  -248  -600
7.  -648  -232
8.  -296  -632
9.   472   648
10.   296  -760

Locations of zigzag cave systems:
1.   168    24
2.    88   152
3.   104   184
4.   264   -24
5.  -376  -104
6.  -392   -72
7.   408   -72
8.    40  -424
9.   520    24
10.   184   552

Locations of large cave cave systems:
1.  -296   136 (type: 2, volume: 119198)
2.   120   664 (type: 2, volume: 151730)
3.  -552   424 (type: 1, volume: 107848)
4.  -808   152 (type: 2, volume: 117697)
5.   888   296 (type: 1, volume:  84933)
6.   216 -1016 (type: 2, volume: 138656)
7.   344  1048 (type: 2, volume: 150262)
8.  -152 -1368 (type: 1, volume: 101431)
9.  -680 -1240 (type: 1, volume: 131252)
10. -1048 -1000 (type: 2, volume: 139930)

Locations of spiral cave systems:
1.  -184   200
2.   328   328
3.   -56  -568
4.    72  -568
5.    72  -824
6.   200   840
7.   392  -760
8.  -888  -632
9.  -632  -888
10.   584  -952

Locations of giant cave regions:
1.  1000  -344 (volume: 1689314)
2. -1448   200 (volume: 1705428)

Locations of network cave regions:
1.  -416  -880 (volume: 153467)
2.   960   752 (volume: 142922)
3.  -656  1088 (volume: 149365)
4.   928 -1408 (volume: 144124)
5. -1456  1232 (volume: 148927)

Locations of largest caves by volume:
1.  -216 33 -1064 (type: 4, length: 502, width: 68, volume: 1192346)
2. -1112 31  -168 (type: 4, length: 426, width: 51, volume:  666434)
3.  -984 24  -552 (type: 4, length: 400, width: 41, volume:  325274)
4.   552 23   472 (type: 2, length: 428, width: 58, volume:  323618)
5.   680 25   600 (type: 3, length: 446, width: 34, volume:  259880)
6.  1320 32  -808 (type: 3, length: 418, width: 41, volume:  250738)
7.  -344 26  -424 (type: 2, length: 391, width: 53, volume:  215769)
8.  1448 22   856 (type: 2, length: 378, width: 53, volume:  201235)
9.   168 30  1368 (type: 2, length: 411, width: 51, volume:  195500)
10.  1448 34 -1192 (type: 2, length: 388, width: 49, volume:  181831)

Locations of large cave clusters by volume:
1. -1432 27   792 (caves: 4, volume: 63009)
2. -1336 27   120 (caves: 4, volume: 51504)
3.   232 27   312 (caves: 4, volume: 43495)
4.  -360 28  -440 (caves: 4, volume: 41879)
5.  1288 21 -1400 (caves: 4, volume: 35853)
6.   968 26  1512 (caves: 3, volume: 35155)
7.  -744 22  -168 (caves: 3, volume: 33790)
8.   280 27  -552 (caves: 2, volume: 32969)
9.   808 26 -1288 (caves: 2, volume: 28560)

Locations of largest ravines by volume:
1.  -856 35  -296 (type: 3, length: 338, width: 46, depth: 59, volume: 505975)
2.    40 38   600 (type: 4, length: 368, width: 41, depth: 59, volume: 452103)
3.  1448 29   728 (type: 4, length: 368, width: 38, depth: 59, volume: 418286)
4.  1448 25   216 (type: 4, length: 346, width: 36, depth: 59, volume: 373299)
5.   808 31   600 (type: 3, length: 368, width: 28, depth: 59, volume: 305206)
6. -1112 28 -1064 (type: 4, length: 348, width: 26, depth: 59, volume: 283864)
7.   680 34 -1064 (type: 3, length: 338, width: 26, depth: 59, volume: 260551)
8.  -216 26  1112 (type: 3, length: 338, width: 23, depth: 57, volume: 227906)
9.   296 25  1112 (type: 3, length: 286, width: 30, depth: 54, volume: 219825)
10. -1240 33 -1192 (type: 3, length: 368, width: 22, depth: 52, volume: 214982)

Locations of largest circular rooms by volume:
1.   -89 16 -1259 (width: 62, volume: 59343)
2.   851 30 -1191 (width: 61, volume: 54767)
3.  1149 26  1492 (width: 57, volume: 45283)
4.  -634 34 -1516 (width: 57, volume: 44718)
5.  -241 11  -919 (width: 58, volume: 44020)
6.  1165 23  -496 (width: 56, volume: 43641)
7.   876 12  1348 (width: 55, volume: 38883)
8.   823 11  -778 (width: 55, volume: 38360)
9.  1130 28   582 (width: 53, volume: 36624)
10.   977 37  -575 (width: 53, volume: 36274)

Locations of toroidal caves by volume:
1.   125 40  -992 (type: 2, toroid width: 80, tunnel width: 28, volume: 70342)
2.  1217 34    97 (type: 2, toroid width: 78, tunnel width: 27, volume: 68041)
3.  -225 27 -1389 (type: 2, toroid width: 74, tunnel width: 24, volume: 56367)
4.  -294 16   694 (type: 2, toroid width: 72, tunnel width: 22, volume: 45262)
5.  -103 25  1409 (type: 2, toroid width: 61, tunnel width: 25, volume: 42312)
6. -1066 15  -302 (type: 2, toroid width: 58, tunnel width: 24, volume: 39785)
7.  -711 10  -706 (type: 1, toroid width: 56, tunnel width: 20, volume: 28773)
8.    89 30   726 (type: 1, toroid width: 62, tunnel width: 18, volume: 25919)
9.   833  5  -589 (type: 1, toroid width: 64, tunnel width: 20, volume: 23892)
10.  1373 14  -436 (type: 1, toroid width: 59, tunnel width: 16, volume: 21810)

Locations of abandoned mineshafts by size (center of central room):
1. -1048 27   632 (span: 11, size: 355)
2.  1448 25  -264 (span: 11, size: 350)
3.  -920 23  1400 (span: 10, size: 347)
4.  1304 27   952 (span: 11, size: 346)
5.  -136 32  1496 (span: 10, size: 341)
6.  1112 12   488 (span: 10, size: 336)
7.  1080 19   728 (span: 11, size: 333)
8.  -712 38  1384 (span: 10, size: 289)
9.  -936 25  -152 (span: 11, size: 273)
10.  -248 26  -840 (span:  9, size: 271)

Locations of nearest strongholds (center of starting staircase):
1.  -620 33   900 (size: 122)
2. -1324 27  -364 (size: 122)
3.  1316 28   484 (size: 123)
4.  1396 41 -1292 (size: 171)```

Posted in: Survival Mode
• 0

posted a message on Minecraft 1.19 Update Opinion Thread

The revamped birch forest concept was just an idea they wanted to share in hopes to add it themselves, but again time was the problem. With another half-year or full year, they maybe could've been able to implement it.

Just curious, have you ever actually developed a mod? How long do you think it took for me to add these features as part of my own "birch forest revamp" (not actually, and this was long before 1.19, and since 1.6.4 doesn't even have a birch forest biome I had to add the biome itself):
This is the code for birch forests in TMCWv1, before I added the following features - this is all you actually need to add a new biome that just changes the ground cover or other basic parameters (trees, grass, flowers, mobs, etc):
```public class BiomeGenBirchForest extends BiomeGenBase
{
public BiomeGenBirchForest(int par1)
{
super(par1);
this.theBiomeDecorator.treesPerChunk = 15;
this.theBiomeDecorator.grassPerChunk = 4;
}

public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
return this.worldGeneratorForest;
}
}```

(my current code is a lot more complex as it chooses one of many different types of tree depending on a random value as well as one of several different biomes; you also have to add the biome to the biome generator for it to actually generate, which can be as simple as adding a new entry to a list; it takes longer to add new plants, mobs, etc).

There are two new variants of birch tree visible here, including a 2x2 variant, as part of a "big birch forest" biome:

Another birch variant, which I call "poplar", though I didn't add new wood or leaf types (this was taken from a suggestion, and I released an update with them less than a month later, including many other features and changes, so it wasn't like I spent a few weeks on just this one feature):

Years? Nope. Months? Nope? Maybe a few hours over a number of days also spent on adding other features at the same time. In fact, the first version of TMCW was released about a month after I started creating it (I started a new world on March 14, 2014 using a mod I made which initially included a handful of changes and added two new biomes, a hilly variant of plains (basically just copying a line of code and increasing the height) and a forested variant of extreme hills (also basically just copying code and changing the types/number of trees) - over the following month or so I added a couple dozen more biomes, many a lot more complex (including their own trees and unique world generation), along with numerous other features, with TMCW, as I named it, released on April 23, 2014 (a list of features added in version 1 is in comment #5; these are by no means exhaustive, just including the biggest visible changes, e.g. I don't list every bugfix, and I also occasionally make minor updates without announcing them)

This was also all developed while playing on the same world, which has no chunk walls due to changes in biome generation because when I added a new biome I made sure it didn't generate bordering existing chunks, which took some additional time to check (back then I didn't have my own biome mapping tool so I had to compile the game and run it to check for changes, or a "debug biomes" world type which generates every biome in a grid so I can easily find them, or my own cave mapping tool (this was actually created with a standalone tool, not the game itself, and is far faster than having to fly/run around to generate chunks, even with Speed 100), and so on).

Later versions did take more time to between releases (up to years) but that was because I spent most of the time playing on my first world, or large-scale refactorings of the codebase, including more or less making my own "Optifine" and merging my own rendering fixes and optimizations (at this point I'd even downloaded a "diff" tool to make file comparisons much easier, as by then I'd already extensively modified rendering code for my own features so I couldn't just replace the classes) - code refactors are also why many vanilla updates took so long, not because they added a lot of content (e.g. the so-called "bountiful update" (1.8) increased the size of the jar file (mostly due to new code and classes) more than the entirety of TMCW despite TMCW adding far more content; 1.7 probably added more as well, yet took less than two months from snapshot to release).
Posted in: Recent Updates and Snapshots
• 0

Quote from Peakstep»

So you shouldn't have posted this from very start. BTA community has its preferred communication way, just like you have your preferred Minecraft modding content.

Like I said, these sort of mods and old versions in general interest me (I even post more on r/GoldenAgeMinecraft than here, even though again I'd never want to play Beta or earlier versions, all because the content there is much more relatable than modern Minecraft, which itself may as well be a totally different game, and unfortunately, nobody wants post on the forums or lead meaningful discussions anymore - this one right here is probably the longest online discussion I've had this year) - besides, the reason why I'm even subscribed to this thread is because I told the OP how this mod can be installed in the vanilla launcher, instead of forcing people to have to install another launcher (assuming they weren't already using MultiMC; another popular launcher for old versions is Betacraft, which fixes many of the issues they have):

Posted in: Minecraft Mods
• 1

I've seen so many posts like this since 1.18 (on Reddit they are even deleting such posts for being overly redundant) - world generation is totally different, including diamond ore , which is far more common than it used to be - with as many as 53 ores in a singe chunk, compared to just 10 before - and more notably, a single vein of up to 23 generates in 1 in 9 chunks, otherwise it is qu9te likely that two or more veins will connect simply because there are so many and they are concentrated near the bottom of the world (of course, they can also generate in adjacent chunks - in theory, a vein of 212 can generate at the intersection of a 2x2 chunk area, 40 in older versions):

In Java Edition, Diamond ore can generate in the Overworld in the form of blobs. Diamond ore attempts to generate in two batches. The first batch generates 6 times per chunk in blobs of 0-5 ores, from Y=14 to Y=-63, being more common as the y-level decreases. The second batch generates in 1/9 chunks in blobs of 0-23 ores, from Y=14 to Y=-63, being more common as the y-level decreases.

https://minecraft.fandom.com/wiki/Diamond_Ore#Natural_generation

Not only that, there is about twice as much diamond ore on Bedrock Edition (for reasons which are beyond me, given the drive towards "feature parity" which had been underway long before 1.18):
In Bedrock Edition, Diamond ore attempts to generate in three batches. The first batch generates 7 times per chunk in blobs of 0-5 ores, from Y=14 to Y=-63, being more common as the y-level decreases. The second batch generates in 1/9 chunks in blobs of 0-23 ores, from Y=14 to Y=-63, being more common as the y-level decreases. The third batch generates 4 times per chunk in blobs of 0-10 ores, from Y=14 to Y=-63, being more common as the y-level decreases.

A comparison of ore abundance before and after 1.18; all ores also now have triangular distribution so diamond is now more concentrated within a narrow range, near bedrock, than before despite a larger range overall:
1.17:
Coal: 185.5
Iron: 111.5
Redstone: 29.1
Gold: 10.4
Lapis: 4.1
Diamond: 3.7

1.18:
Copper: 68.7
Coal: 62.0
Iron: 53.5
Redstone: 24.5
Gold: 17.6
Lapis: 16.3
Diamond: 10.4