Overjay's here. Writing from this weird account, that appeared from nowhere when I logged at work.
Just wanted to ask about TMCWv4_Underground - did you make any updates for it? I know there are no bugs, but maybe there are some new features?
Also I am curious about the cave generator you modify - does it work in all dimensions? Or do you change only Overworld's cave generator? The reason I am asking this is that I also run DeeperCaves mod, which adds dimensions that you mine into, beneath level 0. And I am curious if TMCW will be applied to cave generation in modded dimensions (generally)?
Thanks in advance!
I've been working on a new update for TMCW which includes additional cave and ravine variations, though much of it has focused on other things like enhancing underground biomes and adding more underground decorations (here is a full changelog) with relatively little change to the overall generation of caves, and adding any of this would be highly impractical given that not only would I need to change core worldgen classes and add new blocks and items, making Forge compatibility impossible, I'd also have to completely rewrite them since I'm basically working with my own game engine at this point with large parts of vanilla code rewritten, including the entire world generator (the actual cave generator is still relatively easy to separate with the main changes being changing the data type of the chunk data array; IIRC, the vanilla generator does not support metadata and I had to add in a special case for red sand, which is normally converted to sandstone if left floating, so I specifically check for a mesa biome which has caused some odd block replacements in modded biomes).
As far as other dimensions go, they will work as long as they use the Overworld cave generator; vanilla uses a separate cave generator for the Nether which differs in that caves are more scattered and evenly distributed across the full height range instead of being more common deeper down (in any case they do not generate caves starting higher than y=126, very rarely extending above), but custom dimensions may use either, or their own generator (it should be easy to determine which one is being used, the "CaverFinder" utility can be used to locate non-vanilla caves; at least in vanilla all dimensions use the same seed). I know that DeeperCaves uses its own generators, at least for some dimensions (e.g. this screenshot of the "drop" level is clearly modded).
One potential issue is that I disabled the vanilla ravine generator as my generator generates both caves and ravines at the same time due to how they interact with one another, so any dimension that uses it won't have ravines unless they also use the Overworld cave generator (you could omit "aqs.class" but then the Overworld would have twice as many ravines, though that can be useful if you really want more (post #260 shows what this would be like); if there is a mod that can selectively enable/disable features (like 1.8's Customized) for specific dimensions this could be used as a workaround).
Also, there is a bug with TMCWv4, including both the original mod and this one, with Eyes of Ender finding strongholds more than 46340 chunks away from the origin, although I don't consider it to be a major bug and haven't backported the fix since few players will likely search for a stronghold, much less travel, that far out (it is due to integer overflow when squaring coordinates to find the distance; 46341^2 = -2147479015, and this value allows them to generate when it is 1600 or higher; the code that actually determines if they can generate is not affected as this is only calculated within +/- 40 chunks of the origin).