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  • 4

    posted a message on Survival, night with no coal

    Unless it is from a mob spawner mobs cannot spawn within 24 blocks of a player:

    Each individual spawn attempt succeeds only if all of the following conditions are met:

    There must be no players and no player spawn points within a 24 block distance (spherical) of the spawning block

    https://minecraft.gamepedia.com/Spawn#Spawn_conditions

    Posted in: Survival Mode
  • 2

    posted a message on I have mined more than 3 million blocks and collected 2.74 million resources



    While I've mined even more if you include all tools I pretty much only use a diamond pickaxe when caving (I even save iron pickaxes found in minecarts for mining railways and building secondary bases).

    Not only that, a majority of those blocks are valuable resources, not stone - including more than 2.12 million ore, plus 143,000 rails and 66,000 moss stone (respectively representing around 500 mineshafts and 1,377 dungeons); altogether about 77.77% of all blocks mined are resources with stone being only 16.9% of the total:




    Also, the last time I returned to my main base I added up everything that I have stored away and came up with the following totals (this does not include what I collected the last time I played, or things like chest loot, which are minor relative to the totals):

    Minerals:
    Coal:        151,593 blocks, 1,364,337 coal
    Iron:         57,624 blocks,   518,616 iron
    Redstone:     43,558 blocks,   392,022 redstone
    Lapis:        19,715 blcoks,   177,435 lapis
    Gold:          7,246 blocks,    65,214 gold
    Diamond:       1,429 blocks,    12,861 diamonds
    Emerald:         120 blocks,     1,080 emeralds
                                   + 1,579 emerald ore
    Other:
    Rails:       129,083 rails
    Moss stone:   65,983 moss stone
    Cobwebs:      16,606 cobwebs*
    
    Total:       281,285 mineral blocks, 2,533,144 mineral resources, 2,744,816 resources total

    *I also have several double chests of wool from before I used Silk Touch to collect cobwebs


    Here is a screenshot I recently made of my storage room (I have not expanded it since, though a few more chests have been filled) after using MCEdit (on a copy) to uncover it; it sure doesn't seem that big for storing around half a million items (blocks + rails, etc. Note that I also counted the blocks I placed in the floor to mark the chests):


    For perspective, this is what I collected the last time I played; I emptied my Ender chest near the beginning so it doesn't show everything but you can see how how quickly I can accumulate resources:






    Also, I've now spent 128.27 days - 3,078 hours - playing on this world:


    Even if you assume that I've spent the entire time caving (which is close) I've collected resources at the rate of about 892 per hour - every hour for 3,078 hours - and 3,126 per play session (in another world I recently had I kept track of everything that I did and caving accounted for about 86% of the total time spent in the world, which would increase these numbers to 1,032 and 3,617. Much of the "non-caving" time was before my end-game caving so the percentage for this world, with far more total time played, is likely higher, though I did not establish my playstyle until a month or two after I started playing. I also used Fortune for a while in this world, even using it on coal after 1.6 came out, but aside from diamond and emerald (all the 120 emerald blocks came from Fortune, now I use Silk Touch, which is why ore is included separately above) that doesn't seem to have skewed the results much).

    Posted in: Survival Mode
  • 1

    posted a message on "Technically Updated" Update (1.13): All Information We Have So Far

    A couple of these aren't new blocks; all-bark logs have been in the game for years, since 1.4.2, when they added sideways logs (I even use them in my mod for tree branches, as the exposed ends look unnatural; Mojang should do the same), same for smooth double slabs, just not in the Creative menu or placeable by the player (if I give myself full bark logs in 1.6.4 and try to place them they become vertical/sideways logs depending on how they were placed, same for any of the sideways logs).

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on I don't think Minecraft has gone downhill or dying or anything like that

    Google trends is all but meaningless:

    The fad may be over, but Pokémon Go still has 65 million monthly active players

    Just for context, that puts the game ahead of the 55 million monthly players most recently claimed by Minecraft, the phenomenon on which Microsoft bet $2.5 billion. This isn't quite an apples-to-apples comparison, since Pokémon Go is a free download, while Minecraft costs anywhere between $6.99 and $26.95 to get started. It does, however, show that Pokémon Go is doing just fine for itself.


    At the time of this article search volume for "pokemon go" had fallen to just 2% of its peak - I really, really doubt that there were 3.25 billion people playing it at its peak:

    For comparison, here are the trends for Minecraft and Pokemon Go, as well as Mario, the best-selling video game franchise in the world with over half a billion copies sold over 36 years:

    Mojang's own sales and users data also suggests that there hasn't been any loss of interest, at least not up to early this year (I wonder why they can't put up live sales/user stats, besides the sales for Java):
    Minecraft sales hit 122M copies

    Microsoft’s previous milestone was 100 million copies, which Minecraft reached in early June 2016. That means that a whopping 22 million people bought a copy of the game in the last nine months. Asked by Polygon, a Microsoft representative clarified that although the company has been allowing owners of the original Java-based PC/Mac version of Minecraft to get a free copy of Minecraft: Windows 10 Edition, Microsoft does not include those redemptions in its sales calculation.

    “The 122M units is paid units to players only,” the spokesperson told Polygon.

    Mojang also announced today that Minecraft currently has 55 million monthly active players, an increase of 37.5 percent from the 40 million that Microsoft reported back in June. It’s possible that the recent release of version 1.0 of Minecraft’s Windows 10 Edition and Pocket Edition — the former is essentially a port of the latter — helped raise the number of monthly active users. Mojang released the Ender Update for those versions in mid-December, officially bringing them out of beta.


    That's not to say that there haven't been changes in the community; for example, you might be tempted to say that the game is dead based on the activity level on these forums (which has declined around 100-fold from its peak in 2012 based on looking at archived pages; the forum admins have brushed this off as due to the game getting old and people losing interest) but the discussion is still very much alive over at Reddit, which currently sees orders of magnitude more activity; for example, I recently submitted a rendering of one of my worlds with nothing more than a simple description and it already has more views and comments than a highly detailed forum thread on the same world which has frequent updates and is linked in my signature, so not like it has been buried into obscurity - and is nearly 3 years old).

    Posted in: Discussion
  • 1

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

    So far, things have been working pretty well! There was some incompatibility with Et Futurum (And possibly other mods), which is a bit of a shame, but workable.

    If you're interested, the crash report is here:


    [12:20:04] [Client thread/ERROR] [FML]: Fatal errors were detected during the transition from PREINITIALIZATION to INITIALIZATION. Loading cannot continue
    [12:20:04] [Client thread/ERROR] [FML]: 
    	States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    	UCH	mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) 
    	UCH	FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar) 
    	UCH	Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar) 
    	UCH	BugfixMod{2.5.0} [BugfixMod] (minecraft.jar) 
    	UCH	CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar) 
    	UCH	NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar) 
    	UCH	regionalwater{1.7.10-1.0} [Regional Water] (minecraft.jar) 
    	UCH	<DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar) 
    	UCH	cuchaz.ships.core{1.7.10-1.0.3} [Ships Mod Core] (minecraft.jar) 
    	UCH	FastCraft{1.24} [FastCraft] (fastcraft-1.24.jar) 
    	UCH	aiimprovements{0.0.1.7} [AI Improvements] (AIImprovements-1.7.10-0.0.1b7.jar) 
    	UCH	ascribe{1.7.10-0.1} [Ascribe] (Ascribe-1.7.10-0.1.jar) 
    	UCH	BetterHorseHud{1.0} [Better Horse Hud] (BetterHorseHud-1.7.10-1.0.jar) 
    	UCH	BetterSignsMod{1.6.4.B} [Better Signs Mod] (BetterSignsMod[v1.7.10.ported].jar) 
    	UCH	BetterSprinting{1.1.3} [Better Sprinting] (BetterSprinting  MC-1.7.10  v1.1.3.jar) 
    	UCH	ChatFlow{1.1} [ChatFlow] (ChatFlow-1.1.jar) 
    	UCH	climatecontrol{0.8.1} [Climate Control] (ClimateControl-0.8.2.jar) 
    	UCH	DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V11b.jar) 
    	UCH	DragonMounts{r41-1.7.10} [Dragon Mounts] (DragonMounts-r41-1.7.10.jar) 
    	UCE	etfuturum{1.5.5} [Et Futurum] (Et Futurum-1.5.5.jar) 
    	UCH	hardcorewither{1.1.3} [Hardcore Wither] (Hardcore Wither-1.7.10-1.1.3-21-universal.jar) 
    	UCH	HardcoreEnderExpansion{1.8.6} [Hardcore Ender Expansion] (HardcoreEnderExpansion  MC-1.7.10  v1.8.6.jar) 
    	UCH	hungryZombies{1.2.0} [Hungry Zombies] (hungryzombies-1.7.10-1.2.0.jar) 
    	UCH	LegacyCraft{1.0} [LegacyCraft] (LegacyCraft 1.7.10 V11a.jar) 
    	UCH	LostBooks{1.2.2} [Lost Books] (LostBooks-1.7.10-1.2.2.jar) 
    	UCH	samsmountedpearl{1.7.10-1.0.0} [Mounted Pearl] (MountedPearl-1.7.10-1.0.0.jar) 
    	UCH	nocoord{1.0.0} [No Coords] (NoCoord-1.0.0.jar) 
    	UCH	samsocean{1.7.10-1.0.0} [Classic Oceans] (OceanFloor-1.7.10-1.0.0.jar) 
    	UCH	oldbeacon{1.0} [Old Beacon] (oldbeacon-1.7.10-stable.jar) 
    	UCH	ParticleDistance{1.0.0} [Particle Distance Increasinator] (particledist-1.0.0.jar) 
    	UCH	potioncore{@[email protected]} [Potion Core] (PotionCore-1.2_beta_for_1.7.10.jar) 
    	UCH	rendertweaks{1.2} [RenderTweaks] (RenderTweaks-1.2.jar) 
    	UCH	Revamp{1.3.1} [Revamp] (Revamp-1.3.1.jar) 
    	UCH	cuchaz.cuchazinteractive{1.7.10-1.0} [Cuchaz Interactive] (shipsMod-v1.7.10-1.0.4.jar) 
    	UCH	cuchaz.ships{1.7.10-1.0.3} [Ships Mod] (shipsMod-v1.7.10-1.0.4.jar) 
    	UCH	skinport{1.7.10-v8c} [SkinPort] (SkinPort-1.7.10-v8c.jar) 
    	UCH	SoManyEnchantments{0.3.0} [Rin's So Many Enchantments] (SoManyEnchantments Final(1.7.10) V0.3.0.jar) 
    	UCH	EnchExtensioner{0.3.0} [EnchExtensioner] (SoManyEnchantments Final(1.7.10) V0.3.0.jar) 
    	UCH	soundfilters{0.8_for_1.7.X} [Sound Filters] (SoundFilters-0.8_for_1.7.X.jar) 
    	UCH	SpecialAI{1.1.2} [Special AI] (SpecialAI-1.7.10-1.1.2.jar) 
    	UCH	SpecialMobs{3.2.2} [Special Mobs] (SpecialMobs-1.7.10-3.2.2.jar) 
    	UCH	UtilityMobs{3.1.1} [Utility Mobs] (UtilityMobs-1.7.10-3.1.1.jar) 
    	UCH	villagermantlefix{1.7.10-2} [Villager Mantle Fix] (villagemantlefix-1.7.10-2.jar) 
    	UCH	VillageNames{2.0} [Village Names] (VillageNames-1.7.10-2.0.jar) 
    	UCH	taverns{2.2.1-0} [Village Taverns] (VillageTaverns-2.2.1-0.23.jar) 
    	UCH	witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar) 
    	UCH	witcherypatch{1.0.0} [WitcheryPatch] (WitcheryPatch-1.7.10-1.0.0.jar) 
    	UCH	worldprimer{0.4.0} [World Primer] (worldprimer-1.7.10-0.4.0.jar) 
    	UCH	bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar) 
    [12:20:04] [Client thread/ERROR] [FML]: The following problems were captured during this phase
    [12:20:04] [Client thread/ERROR] [FML]: Caught exception from etfuturum
    java.lang.NoSuchMethodError: net.minecraft.world.gen.feature.WorldGenMinable.<init>(Lnet/minecraft/block/Block;IILnet/minecraft/block/Block;)V
    	at ganymedes01.etfuturum.world.EtFuturumWorldGenerator.<init>(EtFuturumWorldGenerator.java:23) ~[EtFuturumWorldGenerator.class:?]
    	at ganymedes01.etfuturum.EtFuturum.preInit(EtFuturum.java:124) ~[EtFuturum.class:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_121]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_121]
    	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[forge-1.7.10-10.13.4.1614-1.7.10-universal.jar:?]
    	at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) ~[?:?]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_121]
    	at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
    	at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) ~[forge-1.7.10-10.13.4.1614-1.7.10-universal.jar:?]
    	at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) ~[forge-1.7.10-10.13.4.1614-1.7.10-universal.jar:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_121]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_121]
    	at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
    	at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
    	at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) [LoadController.class:?]
    	at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556) [Loader.class:?]
    	at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243) [FMLClientHandler.class:?]
    	at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480) [bao.class:?]
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878) [bao.class:?]
    	at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_121]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_121]
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_121]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_121]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_121]
    	at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:236) [NewLaunch.jar:?]
    	at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:297) [NewLaunch.jar:?]
    	at org.multimc.EntryPoint.listen(EntryPoint.java:162) [NewLaunch.jar:?]
    	at org.multimc.EntryPoint.main(EntryPoint.java:53) [NewLaunch.jar:?]
    [12:20:04] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(
    
    Time: 19/11/17 12:20 PM
    Description: There was a severe problem during mod loading that has caused the game to fail
    
    cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.world.gen.feature.WorldGenMinable.<init>(Lnet/minecraft/block/Block;IILnet/minecraft/block/Block;)V
    	at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    	at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
    	at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
    	at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    	at net.minecraft.client.main.Main.main(SourceFile:148)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:236)
    	at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:297)
    	at org.multimc.EntryPoint.listen(EntryPoint.java:162)
    	at org.multimc.EntryPoint.main(EntryPoint.java:53)
    Caused by: java.lang.NoSuchMethodError: net.minecraft.world.gen.feature.WorldGenMinable.<init>(Lnet/minecraft/block/Block;IILnet/minecraft/block/Block;)V
    	at ganymedes01.etfuturum.world.EtFuturumWorldGenerator.<init>(EtFuturumWorldGenerator.java:23)
    	at ganymedes01.etfuturum.EtFuturum.preInit(EtFuturum.java:124)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
    	at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    	at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    	at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    	at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    	at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    	at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    	at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
    	... 18 more
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- System Details --
    Details:
    	Minecraft Version: 1.7.10
    	Operating System: Windows 7 (amd64) version 6.1
    	Java Version: 1.8.0_121, Oracle Corporation
    	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    	Memory: 3214776600 bytes (3065 MB) / 5170528256 bytes (4931 MB) up to 18641584128 bytes (17778 MB)
    	Mod Pack: ~~ERROR~~ NullPointerException: null
    	LiteLoader Mods: ~~ERROR~~ NullPointerException: null
    	LaunchWrapper: 42 active transformer(s)
              - Transformer: cpw.mods.fml.common.asm.transformers.PatchingTransformer
              - Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
              - Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.MarkerTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.SideTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.EventSubscriptionTransformer
              - Transformer: net.minecraftforge.classloading.FluidIdTransformer
              - Transformer: williewillus.BugfixMod.BugfixModClassTransformer
              - Transformer: poersch.minecraft.core.ClassPatcher
              - Transformer: codechicken.lib.asm.ClassHeirachyManager
              - Transformer: codechicken.core.asm.InterfaceDependancyTransformer
              - Transformer: codechicken.core.asm.TweakTransformer
              - Transformer: codechicken.core.asm.DelegatedTransformer
              - Transformer: codechicken.core.asm.DefaultImplementationTransformer
              - Transformer: codechicken.nei.asm.NEITransformer
              - Transformer: com.velleth.regionalwater.RWClassTransformer
              - Transformer: lain.mods.skinport.asm.ASMTransformer
              - Transformer: io.github.elifoster.witcherypatch.Transformer
              - Transformer: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.AccessTransformer
              - Transformer: net.minecraftforge.transformers.ForgeAccessTransformer
              - Transformer: codechicken.core.asm.CodeChickenAccessTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ModAccessTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ItemStackTransformer
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              - Transformer: Reika.DragonAPI.ASM.DragonAPIClassTransfomer
              - Transformer: Reika.DragonAPI.ASM.FMLItemBlockPatch
              - Transformer: Reika.DragonAPI.ASM.FluidNamePatch
              - Transformer: Reika.DragonAPI.ASM.DependentMethodStripper
              - Transformer: cuchaz.ships.core.CoreModTransformer
              - Transformer: Reika.LegacyCraft.LegacyASMHandler$LegacyTransformer
              - Transformer: fastcraft.J
              - Transformer: cpw.mods.fml.common.asm.transformers.TerminalTransformer
              - Transformer: net.easymfne.horsetweaks.HorseTweaksEventTransformer
              - Transformer: com.mamiyaotaru.betterclouds.BetterCloudsTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
              - Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
              - Transformer: net.easymfne.potioncolorizer.PotionColorizerEventTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ModAPITransformer
    	JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms4096m -Xmx20000m
    	AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    	FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 49 mods loaded, 49 mods active
    	States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
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    [12:20:04] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:359]: #@[email protected]# Game crashed! Crash report saved to: #@[email protected]# F:\Games\Minecraft\MultiMC\instances\Family Stuff - Minimal GenSpeedTest\minecraft\crash-reports\crash-2017-11-19_12.20.04-client.txt
    Process exited with code -1.


    It appears that my modification to WorldGenMinable so I can alter the altitudes of ores is the problem; specifically, Forge adds some method that doesn't exist in vanilla (hence the "java.lang.NoSuchMethodError"). If I had to guess, it is to allow mods to specify metadata instead of just a block, which is all that vanilla allows (I did look around to see if Forge did anything with it and it appeared that it did not).

    Upon further searching it appears that they actually did add a constructor that accepts metadata. I'm not sure if this will work but I updated the mod to include the constructor that Forge adds (it only shows the parameter list but they likely just set the corresponding fields like the vanilla ones do, plus a metadata field, which I added, including to the setblock method that places the blocks); from reading the documentation it doesn't appear to make any other changes.

    Otherwise, it looks like I may have to make a version that uses the vanilla lava level anyway; the main difference would be a reduced height range for larger caves and ravines (I set it so they are mostly underground and/or rarely go all the way from lava level to the surface).
    Posted in: Minecraft Mods
  • 1

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

    I've released TMCWv4 Underground, which replicates most of the underground generation of TMCWv4, including the deeper caves and ores, which I was able to change without modifying more classes than necessary with some hacky code; instead of changing how bedrock is placed in the first place (in BiomeGenBase and BiomeGenMesa) I replace the upper 4 layers with stone in my cave generator class (MapGenCaves), and to make ores generate at different altitudes I override the passed-in y coordinate in WorldGenMinable, as well as made some changes to how dirt/gravel generate, with the vanilla 1.6.4 amount (2x more) below sea level (it should work with mod ores, which mainly use the same class, but they will not be altered as long as they do not try adding extra vanilla ore).

    Because of this, it is basically the same as the old "light" version (modified classes are MapGenCaves, MapGenRavine (only modified to disable vanilla ravines), MapGenMineshaft, MapGenStronghold, WorldGenSand, and WorldGenMinable; with MapGenStronghold and WorldGenMinable being new classes). The download also includes the no void fog and stronghold fix mods (separate so they can be optionally installed) as well as a version modified to not exclude special types of caves from near the origin (otherwise you have near-vanilla cave generation within a 512 block circular radius), and a utility which prints out the locations of different types of caves as well as strongholds and mineshafts (it can be ran with the seed argument omitted to search a random seed).

    The biggest differences from TMCWv4 are a lack of mineshaft variation and related changes (to keep things simple) and dungeon changes; dungeons are also only half as common as vanilla 1.6.4 (the Wiki attributes this to changes in caves but the real reason was a doubling of their y-range, which halved their density).

    Note that I did not fully test it (as in looking at every single biome) but it appears to be working as intended (as mentioned in a previous reply red sand will become chiseled sandstone around cave openings in a non-mesa (mod) biome, which cannot be easily fixed due to block metadata not being passed to the cave generator).

    Posted in: Minecraft Mods
  • 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):

    https://www.dropbox.com/s/5fre5zvu9ztdofs/OldCaves_1.12.2.zip?dl=0

    Older versions:
    For 1.11:
    Old Caves: https://www.dropbox.com/s/1ipw3gfti8m1nya/OldCaves_1.11.zip

    For 1.9.2:
    Old Caves: https://www.dropbox.com/s/mpvfdnwq0eja0wp/OldCaves_1.9.2.zip
    Double Old Caves: https://www.dropbox.com/s/tma7jzbc3l7ve17/DoubleOldCaves_1.9.2.zip

    For 1.9:
    Old Caves: https://www.dropbox.com/s/2i2t97nyvxh0xwo/OldCaves_1.9.zip
    Double Old Caves: https://www.dropbox.com/s/byf75nupfqoznng/DoubleOldCaves_1.9.zip

    For 1.8.3:
    Old Caves: https://www.dropbox.com/s/u3twareywkznmaa/OldCaves_1.8.3.zip
    Double Old Caves: https://www.dropbox.com/s/nbb6vspnjyzhd7b/DoubleOldCaves_1.8.3.zip

    For 1.8.1:
    Old Caves: https://www.dropbox.com/s/ujgzgy1h145lfc3/OldCaves_1.8.1.zip
    Double Old Caves: https://www.dropbox.com/s/acjrgnqr5zephwd/DoubleOldCaves_1.8.1.zip

    For 1.8:
    No Caves: https://www.dropbox.com/s/g7zxy8uq3dpmj4y/NoCaves_1.8.zip
    Old Caves: https://www.dropbox.com/s/hdfz5wnm72a6en0/OldCaves_1.8.zip
    Double Old Caves: https://www.dropbox.com/s/zaokmrz25tofgla/DoubleOldCaves_1.8.zip

    For 1.7.10:
    No Caves: https://www.dropbox.com/s/f6p30h51xcrsvla/NoCaves_1.7.10.zip
    Old Caves: https://www.dropbox.com/s/6eomttm7jtng1gz/OldCaves_1.7.10.zip
    Double Old Caves: https://www.dropbox.com/s/66ea2se5p8gidrr/DoubleOldCaves_1.7.10.zip

    For 1.7.5:
    No Caves: https://www.dropbox.com/s/kw6sf2ua80hbo4a/NoCaves_1.7.5.zip
    Old Caves: https://www.dropbox.com/s/gxgrdaqrifldeid/OldCaves_1.7.5.zip
    Double Old Caves: https://www.dropbox.com/s/qyg5zlawvex4pat/DoubleOldCaves_1.7.5.zip

    For 1.7.4:
    No Caves: https://www.dropbox.com/s/qvqu0vf8vyi10nt/NoCaves_1.7.4.zip
    Old Caves: https://www.dropbox.com/s/e5u8t04ci0zd6h3/OldCaves_1.7.4.zip
    Double Old Caves: https://www.dropbox....Caves_1.7.4.zip

    For 1.7.2:
    No Caves: https://www.dropbox.com/s/z37uq8zctul27gf/NoCaves.zip
    Old Caves: https://www.dropbox.com/s/2hqltol3z4qerhj/OldCaves.zip
    Double Old Caves: https://www.dropbox.com/s/ivppttqd44pqvxl/DoubleCaves2.zip

    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: https://www.dropbox.com/s/f533wy11uy4khhx/TMCWv4_Underground_1.7.10.zip?dl=0

    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: https://www.dropbox.com/s/lk7f5g3yvxhaz5k/TMCW_Underground_1.7.10.zip

    "Light" version (only modifies caves, mineshafts, ravines, underwater sand for compatibility with Forge/other mods):
    https://www.dropbox.com/s/9vz4fgx24wr7yvn/TMCW_Underground2_1.7.10.zip

    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: https://www.dropbox.com/s/wxduwnsubmrj1hx/OldAnvilRepairMod_1.8.zip

    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:
    Repair
    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:




    Repair
    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: https://www.dropbox.com/s/x50kfbtm9qg7ood/DoubleRavines_1.8.3.zip
    Quadruple Ravines: https://www.dropbox.com/s/xtyu7aw0icwq24o/QuadrupleRavines_1.8.3.zip

    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: https://www.dropbox.com/s/y50yyt5dx44rxjs/BetterMineshafts_1.8.zip
    No Mineshafts: https://www.dropbox.com/s/814dmuhsozn1epe/NoMineshafts_1.8.zip (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: https://www.dropbox.com/s/15scvl8xtw76641/NoMineshafts_1.7.10.zip
    Better Mineshafts: https://www.dropbox.com/s/ytue8a9od2dozbj/BetterMineshafts_1.7.10.zip

    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: https://www.dropbox.com/s/2n6l45mo12wsv6h/LargeEnderChest_1.8.zip
    For 1.7.10: https://www.dropbox.com/s/ocnwza1ba6zoojd/LargeEnderChest_1.7.10.zip

    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: https://www.dropbox.com/s/656sxi2tvh4axzj/NoDerpStrongholds_1.8.zip
    For 1.7.10: https://www.dropbox.com/s/2y01sr0q98kbhuj/NoDerpStrongholds_1.7.10.zip

    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: https://www.dropbox.com/s/cszlckarcz9ybqb/RenderDistanceMobSpawningFix_1.8.zip
    For 1.7.10: https://www.dropbox.com/s/kbzhnfjxwau9sxq/RenderDistanceMobSpawningFix_1.7.10.zip

    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
  • 1

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

    I've been able to get a working version of TMCWv4's underground in 1.7.10 without having to modify more than just the cave/mineshaft/stronghold classes by copying code between them, instead of relying on access to methods within each class:

    On the left is TMCWv4 while on the right is the 1.7.10 version; there are some differences since I did not add size variation to mineshafts and I forgot to disable vanilla ravines and simply raised the lava level to y=11 but everything else is the same.

    I'll want to make tweaks to the altitude at which caves generate before releasing a final version (currently I just set the lava level to y=11 instead of y=4; some types of caves will have to be adjusted to fit in a narrower y-range to reduce the amount of surface openings).

    Posted in: Minecraft Mods
  • 2

    posted a message on TheMasterCaver's First World

    Just two weeks after the last one I saw yet another zombie in diamond armor, and it dropped its chestplate, which had Protection II and Thorns I, which is only the third piece of diamond armor that I've gotten (I've also gotten a chestplate with Fire Protection I and Thorns I and leggings with Fire Protection I):







    This is the third one that I've seen in two months, which is quite a lot considering that I've seen about 9 total over close to 29 months of daily playing, or more than 3 months between each one; prior to then the average was one every 4 1/2 months (one month is about 105 hours of playtime).

    Also, I've explored around most of what appears to be the western boundary of the spawn continent within the current map (x = -3072 to -1024, z = 1024 to 3072); there is more land to the south but I don't plan to go any further (or as far as the current cave/mineshaft complex extends):

    There may still be more land to the west of my current location (a swamp, not ocean), and there appears to be a desert to the south, near the bottom, but there probably isn't much more. I also still plan to fill in the gap to the north, for which I'll return to the previous base I made, to the north of the Mushroom Island to the west since it is closer than the current one, around which there are more caves extending eastwards which I had not explored at the time since I didn't know how much ocean there was (as I generally stay within a couple hundred blocks of land. I did not explore westwards from the land to the east since I didn't find any caves going further west, the extension to the north also has an unexplored mineshaft at the northern end).

    Posted in: Survival Mode
  • 1

    posted a message on Chunk glitch -- terrain from a different save?
    Quote from DuhDerp»

    It happens when you create a newer world with the same name as an older world you deleted. When you delete a world, you aren't actually deleting the save data and it's not actually gone forever like it says on-screen. Every single bit of your world data is still there on your computer, there's just no convenient way to access it via the Single Player index of worlds to choose from.



    That is not quite true; when the game deletes a save it is really deleted - the game means it when it says it is gone forever. However, because the client runs on a separate thread form the sever it is possible that the server is still running when you try to delete the world, which will fail because you can't delete a file that is in use; alternatively, the game deletes the region files and the server recreates them when it saves - note that the server thread says it is saving chunks just before the client tries to delete the world, which is still saving as seen by the lines about saving the Nether and End after the client's failed deletion attempt:

    [00:19:42] [Server thread/INFO]: Saving chunks for level 'Flatworld6'/Overworld
    [00:19:42] [Client thread/INFO]: Deleting level Flatworld6
    [00:19:42] [Client thread/INFO]: Attempt 1...
    [00:19:42] [Client thread/WARN]: Couldn't delete file C:\Users\User\AppData\Roaming\.minecraft\saves\Flatworld6\region\r.-1.0.mca
    [00:19:42] [Client thread/WARN]: Couldn't delete directory C:\Users\User\AppData\Roaming\.minecraft\saves\Flatworld6\region
    [00:19:42] [Client thread/WARN]: Unsuccessful in deleting contents.
    [00:19:42] [Server thread/INFO]: Saving chunks for level 'Flatworld6'/Nether
    [00:19:42] [Server thread/INFO]: Saving chunks for level 'Flatworld6'/The End

    https://bugs.mojang.com/browse/MC-315


    The fix for this is so obvious I have absolutely no idea why Mojang has not fixed it yet - make the client wait for the internal server to shut down before it can do anything else:

    if (this.theIntegratedServer != null)
    {
        this.theIntegratedServer.initiateShutdown();
        if (loadingScreen != null)
        {
            this.loadingScreen.resetProgresAndWorkingMessage("Shutting down internal server...");
        }
        while (!theIntegratedServer.isServerStopped())
        {
            try
            {
                Thread.sleep(10);
            }
            catch (InterruptedException ie) {}
        }
    }
    
    this.theIntegratedServer = null;

    With this code (originally take from Forge) I have never been able to reproduce this, or any of the other world corruption issues that this causes (not only does this cause issues with deleting saves, it lets you quit the game while the server is still saving - resulting in world corruption, which, among other things, includes swapping chunks (a chunk is copied form one area and moved elsewhere). I actually think that the OP may have experienced the latter since there is a single chunk by itself, while the deletion bug usually has more chunks (in vanilla the code above simply sets the server object to null immediately after telling it to shut down, which is like pulling the plug on your computer while saving; if you've ever seen a stacktrace starting with "java.io.IOException: Stream Closed" and referring to files in the game output when quitting a world this is what happened).

    Posted in: Discussion
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