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  • 0

    posted a message on [1.7-1.9] TheMasterCaver's Mods and Tweaks
    Quote from Clellan2451

    Please Make a double Caves mod :)

    Do you mean twice as many as 1.6, or twice as many as 1.7? If the latter, the old cave generation mod is pretty much double the 1.7 generation. Also, there's two ways to change the number of caves; the size of a single cave system and the probability of generating per chunk, which produce different results (one makes them bigger with the same separation but the other makes them closer together.

    I myself prefer bigger cave systems that are more separated, but I also made it so there's a limit on how dense they can get; that requires more than a few bytecode edits though, as I did for my game, including modifying the actual algorithm that generates caves, as well as ravines.
    Posted in: Minecraft Mods
  • 0

    posted a message on What layer is iron ore most common at?
    Quote from _PistolPete_

    Really? I'm sure I read somewhere that more caves generated in extreme hills biomes (not just above y=63), it certainly seems that way from personal experience too. Could be mistaken though I guess.

    Yeah, the Wiki claims that caves are more common in Extreme Hills, but there isn't any evidence that they are more common there below normal ground level; excluding caves in mountains. I've found big cave systems in pretty much all biomes (in 1.6.x and earlier), exploring thousands of blocks of caves) and when I mod caves new cave systems appear at random; one mod might have a cave system in Extreme Hills but another won't. The biggest single cave system I ever found in vanilla was in a plains biome; in a world with the same seed but modded cave generation, taiga, with Extreme Hills nearby but only in the outermost fringes.

    Also, the code itself just uses the world seed and modified chunk coordinates (multiplied by a couple random numbers derived from the world seed, then XORed with the world seed) to seed the random number generator before generating caves.

    Not only that, if you generate a world with large biomes or Amplified, cave systems generate in the same locations as in a default world, despite the biomes and terrain at those coordinates being different.
    Posted in: Survival Mode
  • 0

    posted a message on Changes in Diamond Ore generation in 1.7.2?
    Quote from Kingkoopa300

    I agree ore generation is the same... What i would like is one of you guys using MC edit to figure this out... I think it appears that theres more diamond ore because it generates more on the same level now. So if find one vein its more common that you'll find even more veins on that same level. This is just my observation cause I've been strip mining and i got 64+ diamonds already, this is in between this little buffer zone i found Savanna next to Extreme Hills. I'm using Custom pickaxe name "Driller" stats efficiency 4, fortune 3, unbreaking 3.

    I did what you suggested for the same world I used earlier, same 2025 chunk area, and got the following results for layers 5-12, where diamond ore should have a nearly flat distribution:

    Layer 5: 567
    Layer 6: 533
    Layer 7: 480
    Layer 8: 553
    Layer 9: 546
    Layer 10: 507
    Layer 11: 496
    Layer 12: 530

    Average: 526.5

    There's some differences but I doubt they are significant, especially since you need to analyze as many chunks as possible; any differences over enough chunks would be due to imperfections in Java's random number generator, which should ideally produce an even distribution for any range of numbers.

    Also, when looking at the amount of stone (ores can only generate in stone), the variations were much smaller than the amount of diamond ore, and often in opposite directions; for example, layer 7 had slightly more (less than 1%) stone than layer 12 but less diamond ore (layer 9 had the most caves/lava+air, about 5% more than layer 7 and 12.7% of all blocks).

    Based on these results, the best layer to find diamonds for this area of a particular world would be layer 6 (standing on layer 5); this includes layer 7 but you have layers with considerably more ore than average above and below you. A caveat - this world has modified cave generation but I doubt that would significantly change the relative distribution of ores, only slightly reduce the amounts (there are about 4 times more caves than a vanilla 1.7.2 world but the actual algorithm is unchanged).
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Should There be More Dungeons in Vanilla?
    One way strongholds could be improved is to add (hidden?) monster spawners in various rooms, and make Eyes of Ender lead you to an entrance far from the End Portal room, unlike the current arrangement that lets you go straight to the portal without ever going through the rest of the stronghold.

    I also agree that dungeons are too easy; you can often run into one and break the spawner without it spawning even one mob, and even when there are skeletons I just run in and kill them with my sword without getting hurt much.

    By comparison, cave spider "dungeons" are more challenging since you usually can't directly reach the spawner and the spiders poison you, rendering armor mostly useless on harder difficulties; ironically, they don't give you any loot unless a minecart chest happens to spawn near one (we don't really need melon and pumpkin seeds anymore either, just as they removed cocoa beans from dungeon chests).

    Perhaps they could make spawners randomly generate under the floor (increase spawning range upwards if necessary), so you'd have to find it by digging, and have the spawns ignore light level so you can't just spam torches and make it safe.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on So basically I should just play 1.6.4 for the time being?
    You can play in 1.6.4; you just won't see any of the new biomes or blocks and when you do go to 1.7.2 you'll have to travel to previously unexplored areas to see the new terrain generation. Also, you will have borders between old and new generation when you do this but otherwise your world will work fine when updated (1.6.4 fixes some bugs with Nether fortresses and witch huts).

    Having said that, if you load a 1.7.2 world in 1.6.4 it will get corrupted; more specifically, new blocks and biomes will disappear; for example, I tested a couple seeds with ice spikes and mesas (several types) and the biome ID for all of them turned into plains (which appears to be a default biome), still with snow and stained/hardened clay but packed ice and new flowers disappeared, as would the trees in savannahs and roofed forests; going back to 1.7.2 won't turn the biomes back to their correct IDs or bring the deleted blocks back.

    So, if you have a 1.7.2 world and don't mind some things being messed up you can go back to 1.6.4, then come back to 1.7.2 later.

    Myself, I'm still playing my main survival world in 1.6.2 because I use mods too and don't want to wait for them to update to 1.7.2, which may be a month or more; MCP hasn't even updated yet, much less Forge, followed by mods. By then I'll probably want a new world anyway, which is why I didn't bother with 1.6.4.
    Posted in: Mods Discussion
  • 1

    posted a message on What is your primary type of food?
    Baked potatoes, which are probably considered OP by many people because you often get multiple potatoes (up to 4) from a single crop, they grow twice as fast as wheat (Wiki), and restore as much hunger+saturation as cooked chicken, without the need to breed animals, even if just throwing eggs. I don't dedicate much space to potatoes but easily grow more than enough for my needs; they are nearly 10 times more space efficient than wheat per hunger+saturation unit. You have to cook them but I have a virtually infinite supply of coal (and get more all the time); wood is also easy to get (one log made into planks is 2/3 as effective as coal/charcoal, if not able to smelt much with a full stack of fuel).

    Sure, they aren't as good as steaks and porkchops, but that doesn't really matter unless you are in PvP (you want your hunger to outlast theirs for healing/sprinting), which I don't do; I take down 3 stacks on a caving expedition and use up the same number of stacks of logs in making torches before I run out of food, usually have most of a stack left over (I eat bread from chests and zombie drops, but that doesn't add up to much in comparison).
    Posted in: Survival Mode
  • 0

    posted a message on how can I remove bedrock fog?
    I uploaded a modified class file that removes void fog in 1.7.2; you can find it here, along with instructions on how to install it.
    Posted in: Discussion
  • 0

    posted a message on Uploading mod files (class file for 1.7.2)
    Quote from bilde2910

    Interesting :) I'd recommend Dropbox. Otherwise, if you wish, many people use MediaFire to host their mods. However, ads makes downloading from MediaFire an unpleasant experience. Your choice!

    Thanks for the suggestions; I decided to use Dropbox because it sounded like it was easier, all I have to do is drop the files into the folder it creates (I put them in zip files first so they can have proper names, not just the class names). I put up a thread with my mods in the mods section; I also included a couple mods for cave generation (no caves and old generation).
    Posted in: Mods Discussion
  • 26

    posted a message on [1.7-1.9] TheMasterCaver's Mods and Tweaks
    11/17/2017 - TMCW Underground has been updated to TMCWv4, which includes more variation and new types of caves; more specific changes to mineshafts and dungeons were not included.

    11/27/2016 - While I'm no longer maintaining these mods in general I updated "old caves" (1.6.4 cave generation) to 1.11 because I had modified the class to demonstrate that caves had not been changed since 1.7 (some are claiming that they restored pre-1.7 cave generation or otherwise increased it).

    Also, see the end of this post for updated installation instructions, Mojang has sneakily added stuff the the json file which makes the launcher redownload the jar even if you rename it, as if they are on a war against mods.

    These are a few simple mods that I made for 1.7.x after seeing a request to remove void fog, which can be done with mods (Optifine) for earlier versions but I haven't seen one for 1.7.2 yet. I also uploaded several mods for cave generation; removing caves, using the generation in 1.6.4 and earlier, or doubling the 1.6.4 generation, and similar mods for ravines (these are also compatible with the server, which uses the same class). They are just simple edits done using JBE on the class files; I can easily update them as new versions come out as long as the code remains similar (without help from MCP). All of the mods here are compatible with each other and can thus be mixed together, except for "TheMasterCaver's World Underground" and the cave/ravine mods as it uses a custom combined cave/ravine generator class.

    Cave generation mods:

    These mods can also be used on the server (jar version), which uses the same class files.

    For 1.12.2 - includes an "old mineshafts" mod which increases mineshaft frequency to 1.6.4 levels (2.5 times more common):

    Older versions:
    For 1.11:
    Old Caves:

    For 1.9.2:
    Old Caves:
    Double Old Caves:

    For 1.9:
    Old Caves:
    Double Old Caves:

    For 1.8.3:
    Old Caves:
    Double Old Caves:

    For 1.8.1:
    Old Caves:
    Double Old Caves:

    For 1.8:
    No Caves:
    Old Caves:
    Double Old Caves:

    For 1.7.10:
    No Caves:
    Old Caves:
    Double Old Caves:

    For 1.7.5:
    No Caves:
    Old Caves:
    Double Old Caves:

    For 1.7.4:
    No Caves:
    Old Caves:
    Double Old Caves:

    For 1.7.2:
    No Caves:
    Old Caves:
    Double Old Caves:

    Here is a comparison of three worlds all generated using the same seed (-123775873255737467), centered around spawn:
    Default 1.7.x cave generation for comparison purposes:

    No caves; ravines, mineshafts, and lakes still generate; it is also important to note that dungeons are extremely rare without caves, although the loot can be found in chests elsewhere (music discs from creepers, dungeons also have only two out of 12):

    Old cave generation; generates the same way as versions through 1.6.4, including across old-new chunks (no cut-off caves):

    Double old cave generation; twice as many caves as old cave generation, which similar to caves in early Alpha and InfDev versions:

    Also, here is a large-scale (4000x4000 worlds using the same seed) comparison of cave generation up to 1.6.4/old caves (left) and after (right):

    TheMasterCaver's World Underground:

    TMCWv4 Underground:

    This download also includes the no void fog and no-derp stronghold mods, which are separate so they can be installed optionally, as well as a version which removes the exclusion of various caves from near the origin, and a standalone Java app which shows you the locations of various caves as well as mineshafts and strongholds.

    Original version:
    For 1.7.10:

    "Light" version (only modifies caves, mineshafts, ravines, underwater sand for compatibility with Forge/other mods):

    Original description:
    This mod replicates the underground generation (caves, ravines, mineshafts) of my 1.6.4 mod "TheMasterCaver's World", which includes more variation in the size of caves, cave systems, ravines and abandoned mineshafts. Overall cave density (air blocks as a percentage of all blocks between lava and sea levels) is comparable to that in 1.6.4, while mineshaft frequency close to that of 1.7+ (40% of 1.6.4) but being spaced apart in a similar manner to villages; overlapping mineshafts, common in vanilla, are very rare if not impossible, they are also prevented from generating in the middle of large cave systems (can still overlap and generate in areas with lower cave density). Caves and ravines also cut through the surface of desert and mesa biomes (a feature that has been added to vanilla in the 1.8 snapshots), with floating sand blocks replaced with sandstone or orange stained clay; gravel in oceans is also replaced with a layer of stone if it is over a cave, and sand/gravel patches likewise place sandstone/stone over caves to avoid cave-ins (still possible if a vein of gravel generates in stone at the bottom of a body of water, or under sand, but ocean caves are much drier than vanilla). The "water check" code was also replaced so it acts on a per-block basis instead of entire chunks, preventing caves/ravines from glitching out (ending in flat vertical walls at chunk boundaries), with a 2 block border carved around bodies of water (sometimes cuts right up to water at chunk borders as the code can't check adjacent chunks).

    Note also that caves go down to y=6 instead of y=11 (full version, "light" version is unchanged) before becoming filled with lava; bedrock was reduced to one layer to suit and the ranges of rarer ores are lower (diamond only generates up to y=10, but this has no effect on abundance when mining at only one level, e.g. y=6; the removal of bedrock also mostly offsets the decrease in range for only a slight reduction in per-chunk counts and minable area).

    Here is a look at caves around spawn using the same seed as for the other cave/ravine mods, with 1.6.4 included for comparison:
    TheMasterCaver's World:

    Vanilla 1.6.4/old cave generation:
    That doesn't look much different, aside from caves affected by terrain, and in the lower-right, extra caves which are generated near and above sea level in Extreme Hills biomes, and the locations of ravines and mineshafts (ravines are the same as in 1.6.4 and are actually the same ravines as in 1.7+, just going in different directions from their starting points). Of course, just looking near spawn isn't a very good comparison since the larger caves and ravines are restricted to outside of a 32-64 chunk radius from the origin (a circular area, with two levels of restriction, 32 chunks for a larger variant and 64 for a larger and rarer variant with a larger minimum size); here are examples of what you can find further away from spawn (all of the cave renderings are at the same scale for size comparison):
    Massive crater from one of the largest caves possible breaking the surface, an extremely rare occurrence:

    (note the odd floating island around a single block of water, due to the custom water check code I use; vanilla would bail out for the entire chunk it is in)

    A look at the cave system containing the above, which is otherwise a rather ordinary cave system (there may be other, smaller large caves not visible here):

    A truly mammoth cave about 65 blocks wide at its widest and 120 blocks long, containing a virtual lava sea:

    As you can see here it overwrote virtually the entire cave system it generated in at lower levels:

    Bedrock to surface ravine in a mesa/desert (more likely in/near mesa biomes as they are deeper):

    As with the giant caves, a look underground, showing a quite large ravine near the center, which even loops around on itself several times on the western end. In addition, in the upper-left you can see a cave system that has multiple large caves:

    A look inside the cave system mentioned above:

    Of course, you can also rarely find extremely large cave systems (a 2000x2000 test world had just one at the very edge; there is also a check to prevent two or more from generating next to each other, they also prevent regular caves and ravines from generating on top of them):

    (of note, the seed I used for all those comparisons has a naturally occurring cave system that is as large and dense as one of these, located at -800, -1050, albeit in a deep ocean biome; the cave system shown above also overwrites a large cave system otherwise present with the "old caves" mod)
    Also included are the no void fog and stronghold mods; the render distance fix and Ender chest mods weren't included but are compatible (none of the cave/ravine mods are as I replaced their classes with a single class that only resembles the original MapGenCaves in name). A few other tweaks made were allowing water lakes to generate underground in deserts (below y=48) instead of not at all as well as under villages, including lava lakes (again below y=48, so not a fire hazard to houses) and making dungeons as common as in 1.6.4 by lowering the range from 256 to 128 (unnecessary as caves are practically nonexistent above y=128); this makes them twice as rare in 1.7, cave changes aside, because they didn't adjust the number of attmepts per chunk in accordance to the change in range (twice the range = twice the attempts for the same density). Dungeon chests can also contain cocoa beans and jungle saplings to compensate for the rarity of jungles in 1.7+ (prior to 1.6 they had cocoa beans; I included jungle saplings because they need jungle wood to grow).

    TMCWv4 Underground includes many new variations of caves and cave systems, as well as more variation in the sizes of caves and ravines:
    This is a 1:1 scale map of the underground (2624 x 2576 pixels/blocks) which includes at least one of every type of cave (I used the seed "-1904660148", which has a mesa biome near spawn, for testing):

    Here is a chart of all the types of caves and a list of their frequencies:

    On average the following can be found within a level 4 map (16384 chunks):
    1 giant cave region (1 every 16384 chunks)
    2 colossal cave systems (1 every 8192 chunks)
    2 strongholds (1 every 8192 chunks)
    3 network cave regions (1 every 5461 chunks)
    4 vertical cave systems (1 every 4096 chunks)
    4 maze cave systems (1 every 4096 chunks)
    4.8 combination cave systems (one every 3400 chunks)
    6.4 of the largest type of single cave (1 every 2560 chunks)
    6.5 of the largest type of ravine (1 every 2500 chunks)
    6.9 circular room cave systems (1 every 2360 chunks)
    6.9 ravine cave systems (1 every 2360 chunks)
    34.1 small clusters of special caves (1 every 480 chunks)
    34.4 larger than usual ravines (1 every 476 chunks)
    100 abandoned mineshafts (1 every 164 chunks)
    126 larger than usual caves (1 every 130 chunks)

    This is the largest cave found in the aforementioned seed within 1536 blocks of the origin, which has a volume of about 247,000 air blocks; it is so large that even 10 chunk render distance is not enough to clearly see the other side and on Normal/8 chunks you can see into unloaded chunks:

    The largest ravine, which is slightly larger in volume than the cave shown above and is intersected by a slightly smaller ravine and is so deep that part of it goes from the surface all the way down to lava level:

    The largest circular room, with a diameter of 64 blocks; another large ravine also intersects it:

    The largest possible caves and ravines both have a maximum length of 336 blocks and caves can get up to 80 blocks wide while ravines can get up to 39 blocks wide and 70 blocks deep. Since caves twist around a lot and branch they are unlikely to actually stretch 336 blocks end-end but may form chambers wider than their width indicates (the measurements reported by CaveFinder assume that they are perfectly straight; the volume shown is the actual measured volume). Circular rooms can get up to 71 blocks in diameter and about half the height.

    Here is a comparison of the frequencies of various sizes of caves to vanilla 1.6.4 (1.7+ has 23% fewer caves, otherwise unchanged, and the same ravines). The areas in the tables correspond to level 0-4 and 9 level 3 maps (3072x3072 blocks) respectively:

    Aside from the variation in caves and ravines there are also different types of cave systems:

    A circular room cave system, which mainly consists of many circular rooms with small tunnels leading from them; they may either overlap or be interconnected with the tunnels; shown is a larger chamber formed by several rooms overlapping:

    A ravine cave system, which consists of numerous small ravine-like caves; unlike normal ravines they may split into up to 4 segments (branches) each:

    A vertical cave system, which has caves which slope down at a steep angle, in contrast to normal caves, which are mostly horizontal with some vertical bends (these caves are never that steep):

    A maze cave system , which has multiple layers of maze-like caves which have many straight branches at right angles and short vertical caves crossing between layers; each layer is either straight (east-west and north-south) or diagnal (northeast to southwest, northwest to southeast):

    A combination cave system, which has caves from all four types of cave systems listed above; shown is a circular room with a vertical cave leading down from it with a ravine cave in the far wall of the vertical cave:

    Aside from these cave systems, which are similar in size to an "average" cave system, there are several other types of cave systems:

    Cave clusters are miniature versions of circular room, ravine, vertical, and maze cave systems and can be found scattered around the map; they consist of 3-6 of their respective type of caves, except for a single maze cave. Large caves also have their own clusters, in the form of 2-4 caves generated in the same chunk instead of one.

    Colossal cave systems are relatively large and very dense cave systems which are similar to a cave system in my first world, which are normally so rare that I estimate around a million chunks need to be explored to find one based on search results:

    There are also regional caves, which are generated over multiple-chunk regions instead of a single chunk and they come in two variants, network cave regions, which consist of very long and relatively straight caves which intersect at circular rooms and may contain large caves, ravines, and mineshafts but no normal caves unless they are above sea level, as well as more cave clusters than normal.

    The other type of regional cave is a giant cave region, which represents the most extreme form of cave in terms of size and volume, averaging well over a million air blocks in volume over a 300x300 block area:

    Other changes include:

    Mineshaft placement was changed so they rarely overlap one another (only at the outermost edges when they do), and exclusion from areas of higher cave density and larger caves/ravines (they may still occasionally overlap); overall frequency is about 60% of vanilla 1.6, but still 1.5 times more common than vanilla 1.7+.

    An infinite number of strongholds generate outside of a 640 block radius from the origin (the minimum distance in vanilla. This restriction is not affected by the "NoExclusion" version).

    The underground is 7 layers deeper than vanilla; cave lava level is y=4 instead of y=11 and rarer ores (other than coal, iron, and emerald) generate lower down and there is only one layer of bedrock at y=0.

    Dirt and gravel are twice as common below sea level, matching their frequency in 1.6.4 (1.7 doubled their y-range but kept their counts the same so only half as many veins generate over the same range*). The altitude of gravel is reduced in ocean biomes so it doesn't generate in the ceilings of caves below the seafloor and cave in; likewise, underwater patches of sand and gravel generate sandstone and stone instead if their is air under them.

    *A similar change made dungeons twice as rare in 1.7; this is not fixed in this mod as my intent was to keep it as simple as possible (fewest files modified).

    Old Anvil Mechanics mod:

    For 1.8:

    This mod restores the anvil mechanics from prior to 1.8, where renaming kept repair costs from rising and repair costs increased with durability and depended on the enchantments, resulting in a relatively high but fixed repair cost or sacrificing repairability for "maxed out" items (this still has a penalty in 1.8 by reducing the number of repairs if you combine books/items but since all items are affected by a limited repair lifetime it is less important). It also makes using enchanted books practical again, especially through combining multiple low-level books (e.g. Sharpness I) to get higher level enchantments.

    Here is an example of repairing and renaming a diamond pickaxe with Efficiency V and Unbreaking III:
    cost before renaming; the cost of repairing an Efficiency V, Unbreaking
    III diamond pickaxe with a new pickaxe is 31 levels, plus a prior work
    penalty of 4 since I used two books to make it, each operation adding
    two levels:

    cost after renaming; the prior work penalty is now only 2, reducing the
    cost to 33 levels; also, using diamonds cost 21 levels for one diamond,
    increasing by 5 with each additional diamond:

    I have not tested every enchantment but I did test Depth Strider (new to 1.8), which cost 19 levels on diamond boots.

    Note that due to changes in leveling up you will spend more XP to repair items; the pickaxe in the example above costs 1032 XP prior to 1.8 but 1758 XP in 1.8, an increase of 726 XP or 70.3%; I still consider this to be pretty low in comparison to what you can get though using it, at least when caving (I average around four times as much XP from mining mostly ores); more significant is that you can't always repair highly enchanted items with new ones; for example, an Efficiency V, Fortune III, Unbreaking III diamond pickaxe can only be repaired with one diamond for 37 levels (1406 XP pre-1.8, 2368 XP in 1.8; equivalent to 5624 and 9472 XP for a full repair, an increase of 68.4% and too expensive for me to afford using one for all mining, as I once did, but there is little reason to do that).

    Also, renaming costs 7 levels again, which may be a bit much for non-tool/armor items considering you want to have 30 levels to enchant, although that is less important with the older anvil mechanics, where you'll also be regularly spending many more levels when repairing (for comparison, in 1.8 the prior work penalty is 0, 1, 3, 7, 15, and 31 for the six repairs you can do and it costs two more levels to repair with a new item; this means a cost of 2, 3, 5, 9, 17, and 33 levels - the example I gave is as expensive as the last repair possible; this increase also means it is impractical to extend lifetime by simply removing the anvil cost limit, as the next repair would cost 65 levels, then 129, and so on).

    Basically, you get the convenience of being able to simply repair items as needed without having to run back and enchant new ones but with higher long-term XP costs (which as noted shouldn't be an issue).

    Ravine generation mods:

    For 1.8.3:
    Double Ravines:
    Quadruple Ravines:

    Older versions:
    Here is a look at double and quadruple ravine generation, with caves removed for clarity (same seed as other examples, so you can compare it to No Caves); the latter is a bit extreme but I threw it in for fun, still less underground stuff than pre-1.7 cave generation:
    Double ravine generation:

    Quadruple ravine generation:

    Abandoned Mineshaft Generation mods:

    For 1.8:
    Better Mineshafts:
    No Mineshafts: (only included for backwards compatibility, I've stopped updating it for 1.8+ unless requested as Customized can disable them)

    For 1.7.10:
    No Mineshafts:
    Better Mineshafts:

    As its name suggests, No Mineshafts disables abandoned mineshafts from generating, with other structures generating as they normally do, so if you don't like mineshafts you can remove them without removing other structures (in 1.8 you'll be able to do this with the customized world settings so this mod wouldn't be needed anymore for new worlds).

    Better Mineshafts changes the way the game places mineshafts; instead of using a random chance of generating in any chunk (0.4% chance per chunk, one per 250 chunks) they generate to a 14 chunk grid at local coordinates 0,0 and 7,7 with the chance multiplied by 98 to get the chance back up to the normal frequency (14^2 = 196; 2/196 = 1/98). This results in a more uniform spacing between mineshafts and more importantly ensures they (almost) never overlap, as opposed to the frequent multiple-mineshaft complexes that are seen in vanilla. Here is a look at an area approximately 1200 blocks on a side showing the separate mineshafts:

    Also, a reduction in frequency within 80 chunks of the origin was removed, which leaves them more common than vanilla within that area; the overall reduction in 1.7 from a 1% chance to a 0.4% chance per chunk combined with this makes them often very rare close to the origin, while IMO the pre-1.7 frequency is too high away from it, especially with the overlapping of many mineshafts. This is the same methodology that I've used in my other underground generation mods. Note also that you can still change the chance in Superflat worlds but the maximum chance is about 0.0102 or 1/98.

    Large Ender Chest mod:

    For 1.8:
    For 1.7.10:

    This mod is basically a "poor man's" substitute for a backpack mod, allowing Ender chests to hold 54 stacks of items (large chest size) instead of 27, while having the advantages of an Ender chest (i.e. contents not lost on death, transport items without carrying it; a Silk Touch pickaxe is still required to mine it though so it isn't quite as OP as a backpack).

    No Derp Strongholds mod:

    For 1.8:
    For 1.7.10:

    Ever been annoyed by a stronghold that is cut apart by caves? Well, this mod eliminates that by making them always overwrite blocks; the default behavior is to only overwrite non-air blocks when the walls generate, resulting in no walls where they intersect caves. This is even more true for Superflat worlds with floating strongholds, which will result in a bunch of random disjointed pieces floating around. In addition, I removed code that checks for the presence of liquid where a piece will go, which otherwise prevents it from being generated, resulting in strongholds under oceans often missing pieces, particularly when the portal room is disconnected from the rest iof the stronghold (portal rooms already don't have this check, so strongholds added to the "Water World" Superflat preset will only contain a portal room, but with this mod will fully generate). Note that misalignment can still result in cut-off sections, including portal rooms (often just a wall separates them) and corridors end without being closed off, but everything that can be generated will generate intact.

    Here is an example of a stronghold in Superflat, showing that it completely generated:

    Render Distance-Mob Spawning Fix mod:

    For 1.8:
    For 1.7.10:

    This mod fixes the issues introduced in 1.7.4 when render distance started to directly control how many chunks are loaded when previously the internal server always loaded chunks to a "view distance" of 10; they presumably did this to allow larger render distances to work (as in 1.6.4 "Far" is effectively only 10 chunks due to this), but without considering the impact of a bug that has plagued multiplayer servers for years. In this case, the minimum view distance is limited to 10 chunks, but can go higher, which is what they should have done.

    No Void Fog mod:

    This mod will no longer be updated since void fog has been removed from the game, but you can find versions for 1.7.x here:
    Comparison of without and with No Void Fog; void particles are also disabled:

    How to install:

    Installation instructions for the official launcher can be found here; note that I advise using WinRar or another archive instead of simply unzipping the jar with Windows's built-in zip utility because certain versions (e.g. 1.6.4) may have a class called "aux.class", which is an invalid Windows filename and corrupts the jar.

    In addition, Mojang added some new stuff the the json files for all versions, which must be deleted to prevent the launcher from redownloading the jar; you want to delete the stuff after "downloads" near the end, as shown in this bug report on the issue; when launching the game you should see "Couldn't connect to server (responded with 403) but have local file, assuming it's good" in the launcher log when it tries to download the Minecraft jar.
    Posted in: Minecraft Mods
  • 0

    posted a message on Changes in Diamond Ore generation in 1.7.2?
    If you need ultimate proof that diamond ore can generate in veins of up to 10, use the seed -123775873255737467 and dig straight down at 376, 67 and you will find this:

    I found that, after spending far more time than my simple experiment, hence why I did it, in MCEdit on my main world (I modded cave generation, although I doubt this would affect ore generation; of course, a cave might cut through a vein and vice-versa).

    Also, here is what happens when I use the same seed to make a world in 1.7.2 (I used 1.6.4 first because my main world was generated with the older generation):

    That is more than enough proof that ores generate exactly the same in 1.7; the updated world generation didn't even affect ore placement, which makes sense because the random number generator is integral to Java and will only change if Java itself is changed. This also means that epic diamond spawn seed from earlier versions will still work in 1.7.2, if not under spawn (caveat - caves generate differently in 1.7).
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Changes in Diamond Ore generation in 1.7.2?
    Quote from Keders

    This is not Correct! As Diamond Ore is one of last wich is generated, it depends on mineable blocks around selected area.

    1) it replaces blocks
    2) from WIKI - Diamonds replace stone(must be on stone)
    3) see how your world has every Diamond vein in middle of each chunk ? that means it is not statistically correct.

    to see real results ...

    1) create world
    2) if you want to see diamond generation per biomoes, find biome, let world load
    3) open World in MCedit, select surrounding chunks, and "Analize"
    4) in one world i made home in Extreme Hills+ (there was 23 diamonds in 12 chunks), and 3 of them i've dug out. and no diamonds

    Reread my posts, I wanted to see how the game would generate diamond ore veins by themselves to see just how they are generated and whether the code really generates veins in the sizes given. I also noted that about 40% of the possible ore doesn't generate in a normal world due to the factors you mentioned (I only set the veins to a fixed position to avoid two generating next to each other). Similarly, it is still possible to get a single vein with 10 ore in it, just less likely, probably to the point where you are more likely to find two veins combined.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on I have no room in my primary inventory (GUI at the bottom) for a bow.
    I usually arrange my hot bar (primary inventory) like this when I'm exploring caves: sword, water bucket, pickaxe, torches, cobblestone, bow, ladders, shears (in abandoned mineshafts, otherwise I just leave one of my backpacks here), food. My secondary inventory is mainly filled with ores, organized into groups, I also put logs right above torches and all of my backpacks on the right side, plus a stack of arrows (my bow has Infinity, eliminating the need to make/farm arrows, although you need to enchant first, or even fish for one if Infinity is possible that way).
    Posted in: Survival Mode
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    posted a message on What layer is iron ore most common at?
    Quote from _PistolPete_

    There are more caves in extreme hills biomes, so caving is more effective.

    Cave generation is solely dependent on the world seed and chunk coordinates, with nothing in the code (which I'm very familiar with) to suggest that biomes influence cave generation; sure there may be a few more caves above sea level in mountains (cave density is much greater deeper down, peaking around layers 16-32), but you aren't going to find anything other than coal in them.

    As for ores, the Wiki has a table and graph of ore distribution; note that the oft-quoted layer 11/12 for finding diamonds only has the advantage of not having lava pour into your mine; you can also mine at y=5 and find the same number, if not more, since if your feet are at layer 12 your head and the ceiling are above the most common diamond range (lava is slow enough so you can easily avoid it as long as you stand back a bit).

    Also, I looked at the code for 1.7.2 (obfuscated but readable) and found that ores still generate the same way as 1.6 or earlier, so all of the figures for earlier versions are still valid (except for dirt and gravel, which are generated as "ores"; their height range was doubled to the world height limit, but they are also now half as common for the same volume of stone because they forgot to double the number of deposits generated).
    Posted in: Survival Mode
  • 0

    posted a message on Uploading mod files (class file for 1.7.2)
    In this thread somebody wanted to disable void fog, presumably in 1.7.2, and I looked in the code to find where it enables/disables void fog, since it is disabled in Creative and Superflat. With the help of 1.6.x MCP source code, JAD, and grep I was able to find the 1.7.2 code and used JBE to edit the code that determines whether void fog is to be displayed, now always returning false:

    No void fog and also no void particles, which is as far as I know (did search first) the only 1.7.2 mod to do this (unfortunately the darkening sky effect isn't removed, not sure how I could find the code for it, especially if it is something new since 1.6.x). The question is, where should I upload the class?

    In addition, I can also do the same for the cave-gen class (api.class); for example, put caves back like they were in 1.6.x and earlier or completely remove them (I've seen people say they still want less/no caves), although with two separate class files (being configurable would be better but I don't know how to use a configuration file even in MCP; I've mostly just edited existing base code).
    Posted in: Mods Discussion
  • 0

    posted a message on how can I remove bedrock fog?
    You can use Optifine to remove void fog, as well as void particles if you are low enough (without disabling all particles; you can also disable all fog), plus it can improve the performance of Minecraft, even if you don't need a FPS boost.

    Note that this only works for 1.6.4 and earlier since it is going to take a while for mods to update; in order to do this in 1.7.2 you'd have to directly edit the raw byte code, which isn't as hard as it may seem if you just have to change a single variable and the code hasn't been changed that much from earlier versions with source available. I looked through the MCP source code and found where void fog is enabled, and then the corresponding bytecode in 1.7.2:

    * returns true if this dimension is supposed to display void particles and pull in the far plane based on the
    * user's Y offset.
    public boolean getWorldHasVoidParticles()
    return this.terrainType.hasVoidParticles(this.hasNoSky);
    getfield apa/c Lafy;
    getstatic afy/c Lafy;
    if_acmpeq 10
    getfield apa/g Z
    ifne 10
    goto 11

    I edited the code and removed everything except for iconst_0 and ireturn (so it always returns false) and this was the result when I added it to the jar:

    No more void fog and no void particles (note the "P" value is only 10). I could upload the class file somewhere so you can download it and place it into your jar (rename the 1.7.2 folder and files and edit the ID line in the json file to the same name, and remember to delete META-INF).
    Posted in: Discussion
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