Applause! v7 biomes are definitely the coolest feature here.
You come with this mod at the exactly right time. Because mapgen was the next big thing on my TODO list. But before I seriously look at mapgen stuff, I really have to go into bugfixing mode first.
If you ran into any troubles with the APIs or want to have a particular function call included, just ask. Post a request on the bugtracker if you like.
Please tell me the realm boundaries. Then I can include these numbers into mcl_init which includes important variables.
Each realm should be spaced apart for at least 1000 nodes, and there must be void in-between.
How reliable is the lighting of the realms? This is probably the biggest issue with realms in general. If you put a realm below the overworld, it will be technically in the shadow of the overworld. That's appropriate for the Nether. So, the Nether can be safely put below the Overworld. But what about the End? The end needs to be in sunlight, technically. But if we place it above the Overworld, it will cast a shadow on the Overworld.
Or is there a way to guarantee sunlight deep below the Overworld?
I like to have the realms spaced as part very far, epecially when above the overworld. In the current Overworld, the height limit is about 31000 which is very liberal compared to Minecraft's 256.
And of course barriers (mcl_core:barrier) and/or bedrock should stricly separate each realm, so the only way to travel between them is by using portals.
The Nether is very large and insane. The huge lava lakes seem to be rare, I haven't found one. The Nether has a lot more lava in MC and I think adding a huge lava lake is a definite must. I find it quite hard to find any kind of lava lake in your Nether. I think the Nether is supposed to be a fiery hellhole of heat.
In MC, lava in the nether also has a flowing distance of 7. I think I'll add a “nether lava” node later.
The End is crazy. Lots of floating islands, hard to navigate, strange landscape. Kind of what you expect from the End. I like that.
For the MCL2 End, I need the floating islands to be a bit more “flat”. The End in MC is like this. One big floating island in the center surrounded by lots of smaller ones far away.
As you said in your video, you used some sort of air fakery. This definitely has to go. Only air is permitted. Definitely no “fake” air, please. The void node should only be used in the actual void and must never ever appear in any of the actual realms.
The emerald realm is very weird. Lots of water but not really useful to gather resources. It would be interesting if the realm offered anything which is rare or even non-existant in any of the other dimensions.
But maybe this realm can be fun if you want to build crazy underwater bases.
In the long run, Minetest needs support for “dimensions” (parrallel worlds), this will fix all of this hackery.

More screenshots:
viewtopic.php?f=3&t=156&p=286682#p286682
I like the new Overworld. It's not really like MC, but that's okay. It can stand on its own. I think these biomes can be even managed seperately from stock MCL2, even long after I officially added v7 biomes. Replacing biomes is cheap. I support the idea of having “alternative biomes” mods.
I like to see more varieties of trees. Note I do not want the trees to be exact block-by-block copies of MC, just similar. Except when the shapes are very simple, then it's OK.
The deserts and snowy lands are very barren. No cacti or dead bushes. That's sad.
There are also some bugs (see below).
Architecture:
First of all, remove mt_biblebot and rmessage. These mods make no sense whatsoever in MineClone 2. They perfectly stand on their own. Why do these mods require me to manually copy files into the world directory, anyway? Just put it into the mod folder. IIRC mods are allowed to *read* from their mod folder and require no “insecure” permissions
Remove death_messages. MCL2 already has its own death messages mod and I have improved it in 0.25.0. From the source code, your death_messages mod does not have anything which MCL2 already has in terms of information. The only thing which is new are colors. So the only thing this mod does is writing death messages on top of the existing death messages. Are death messages colored in MC?
Why did you duplicate so many mods? mcl_chests, mcl_util, mcl_mapgen_core, mcl_biomes, …
About the biomes, I guess you use this “hack” to overwrite existing biomes, right? There is a better way: Rename the biomes mods in a way it creates no naming clash. Depend on the biomes mod you wish to replace, then call the mapgen clear functions at the beginning of your code.
I am confused why you included mcl_chests. What was wrong about the original version?
It's sad that the map generation time is so freaking long. This is definitely preventing me from including any of the bigger changes. Have you figured out the bottleneck yet?
Why is mobs_mc included? This will just destroy the up-to-date mods in stock MCL2. :-/
This is a modpack, not a mod. Your thread title is wrong, please fix your thread title.
Weird stuff:
- This item: “Dig the node below this one”... HUH?
- Tall grass farm in villages are a thing
- Giant mushrooms spawn on grass blocks (see screenshot collection)
- Giant mushrooms can float (see screenshot collection)
- I'm not sure if the concept of plot ownership is a good or a bad thing, given that you can't really own anything in stock MCL2
- What's this huge stone ceiling in The End for?
- Gravel in the Nether
Bugs:
- Placing the “Support structure for buildings (configured)”, then rightclicking it crashes the game
- Enchantment table can't be dug in Creative Mode
- Mod generates broken half doors
- Houses start to burn down in villages because of lava spawning dangerously close to burnable blocks
- Trees, tall grass, ferns and other foliage spawns on STONE in villages
- Enchantment table crafting recipe is broken. MCL2 uses mcl_heads for the heads
- Underwater mushroom biomes (see screenshot collection)
- Desert biomes are a downgrade from stock MCL2: No cacti or dead bushes. Or did I just miss 'em?
- Some mushroom biomes can be huge
- Ladders are missing in villages
- Map generation time increases significantly. Do you know what causes the bottleneck? Maybe village generation?
- The interiours of the “fake woodland mansion” look very broken: Half doors, chests are floating 0.5 nodes above the floor.
Requests for improvement:
- Replace the gravel paths in towns (mg_villages:road) with grass paths (mcl_core:grass_path) or real gravel (mcl_core:gravel)
- Remove mg_villages:soil, use mcl_farming:soil
- Replace ice with packed ice in glaciers because normal ice is translucent and may cause rendering problems
- Use full growth stage of wheat farms in villages
- Use different floors in village houses, not just white wool. There are also carpets
- Use mcl_core:bedrock or mcl_core:barrier to cleanly close off the upper and lower “limits” of the realms
- Don't generate nether brick blocks as ore. Those can be crafted normally
- I think gravel needs to go from the Nether as well. It just feels wrong.
- The Nether needs to have more huge lava seas