Awesome, finally it lives again! Content ideas: quartz crystals (X-pattern spawn, very rare, give 1 Nether Quartz rarely, like gravel/flint), slime (like lilypads but underground in water, drops slime ball), spider cocoons (1 string + 1 random loot drop when broken), bone pile (drops 1 bone when broken, can be silk touched), dead adventurer (corpse, random loot), fools gold (X-pattern spawn, smelts into iron nuggets, work like gold nuggets but for iron), guano (bat-poop - like snow, layer or block or ball; balls can be used as fertilizer like bone meal), Geodes (round rocks that when broken sometimes yield 1 quartz, diamond or emerald, or other gems if mod compatable).
Just here to say that I think this is an incredibly good mod, and I especially like the amount of attention given to the stalagmites and stalactites. As for the planned features, the only one I am hoping to see is the flooded caves. They were a joy to explore in classic, and Minecraft lost something when they disappeared. Great work, overall!
Hey, any chance you can add a config option for a list of possible drops and chances from the fossil block? I would love to put a rare sword in there for like 0.00001 chance..
The Meaning of Life, the Universe, and Everything.
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I really like this mod but I can't get it to run without making worldgen take absurdly long on a server with other mods.
It works fine on its own but with other mods, here's the situation:
1. Without wildcaves, expected worldgen.
2. With wildcaves: Worldgen will halt often when generating many new chunks (Ie if someone in creative or just using mod tools rockets off in one direction), but the actual cpu/memory load won't be changed. It's like, wildcaves is telling all the other mods to just sit there and twiddle their thumbs while wildcaves carefully places junk around.
3. With wildcaves I:"times to attemp generating per chunk"=1
expected worldgen, works like #1 mostly, but wildcave stuff is so rare it might as well be diamonds.
So unfortunately I can't use this yet. If it were a matter of processing power or memory or something, maybe, but it's not! The server just halts (this includes the bundled SMP server as well as a separate MCPC server which performs slightly better.).
also I think I found a little bug:
when changing "Chance for a fossil node to generate" in config
the only thing that seem to generate more often is skulls.
few ideas for the future:
* red glowing mushrooms - generating near/above/below lava (possibly with a chance of dropping blaze powder)
* crystals - rare crystal version of stalactites/stalagmites
* moss patches - like a thin layer of snow (only in jungle-type biomes maybe)
* glowing mushroom spores - can grow the glowing mushrooms on mycelium/moss
* actual fossils (the ones that are there being bonepiles) - rare and only generating on lower levels - drops fossilized bones / dino skulls that can be made into dino tools / dino armor >:3
* ancient seed - drops from fossils/bonepiles very rare, can be grown into a new plant/tree with fruits that give buffs
Read through the pages a bit and didn't notice if anyone reported this but if you pick up Glowing Mushrooms with Shears and replace them and rinse and repeat you can give yourself infinite glowstone dust. I think you should edit it so it's like Gravel, IF you get glowstone dust then you do not get the mushroom.
I haven't downloaded the newer version of WildCaves3 as I've not moved to 1.5.2 yet, so I was just wondering if this was ever fixed or modified?
If you are still thinking about adding a config option to change the size of caves...
What I would really like to see is normal sized caves generating like normal, plus very rare huge caves - not just a single big room, but a large, open underground area that is also long and twisty, like an underground ravine, but widened. Think big enough to fit a village into - in fact, allow the rare underground village to spawn! These big caves would have to be rare, though, so that the majority of cave exploration is unaffected.
hi everyone, i'm sorry for being absent but i got a new job and my free time has been severely reduced, i'll still try to work on some new features and bugfixes though now it will have to be mostly during weekends.
Awesome, finally it lives again! Content ideas: quartz crystals (X-pattern spawn, very rare, give 1 Nether Quartz rarely, like gravel/flint), slime (like lilypads but underground in water, drops slime ball), spider cocoons (1 string + 1 random loot drop when broken), bone pile (drops 1 bone when broken, can be silk touched), dead adventurer (corpse, random loot), fools gold (X-pattern spawn, smelts into iron nuggets, work like gold nuggets but for iron), guano (bat-poop - like snow, layer or block or ball; balls can be used as fertilizer like bone meal), Geodes (round rocks that when broken sometimes yield 1 quartz, diamond or emerald, or other gems if mod compatable).
there are some nice ideas there, i'll give them some though
I'm not sure if this is something you'd want to do, but I've been looking for a mod that reduces the amount of caves and ravines. As adding a config setting could also be used to increase them, perhaps its something you might want to look at.
Forge has apparently added hooks to classes for this purpose, but nobody seems to have used them yet.
- acr.class for adjusting the amount of ravines
- acv.class for adjusting the size of caves
that is indeed a nice find, i have been looking for someway to alter the cave generation.
Thats a nice find, and seems a natural for this mod to make use of doesnt it?
In terms of the latest WilDCaves build - adjusting the light levels for Flora has returned the spawing of Dungeon Mobs in underground caves back to reasonable levels. So I think that problem is fixed. I have it set to 2 currently.
The floating stalactites problem is still there, but very rare and mostly over oceans - rare enough not to bother my players anymore though.
During Minecraft loading, it tends to hang for at least two to three minutes on WildCaves before progressing normally. It didnt do this before.
Havent seen the skull profusion problem that others reported.
All in all, very minor problems - great update!
i guess i'll have to drop the default light level of the mushroom a bit.
the floating stalagmite bug has me baffled, I'm sure it has to do with liquids since thats were they are the most prominent, this needs more investigation.
i don't really know why it hangs for some people, maybe they've increased significantly the times per chunk option, that would explain it.
the skulls are generating WAY too much in some situations and are very rare in some others, i guess i'll have to drop the default value until i can find the source of this behavior.
Just here to say that I think this is an incredibly good mod, and I especially like the amount of attention given to the stalagmites and stalactites. As for the planned features, the only one I am hoping to see is the flooded caves. They were a joy to explore in classic, and Minecraft lost something when they disappeared. Great work, overall!
thank you, it's always nice hearing that people like my work.
the thing that is holding the flooded caves back is that i need to come up with a good algorithm to flood the caves without taking a very long time when new chunks are generated and causing ungodly amounts of lag.
Hey, any chance you can add a config option for a list of possible drops and chances from the fossil block? I would love to put a rare sword in there for like 0.00001 chance..
a fair request, I'll try to include that in the next update (no idea when that'll be)
also I think I found a little bug:
when changing "Chance for a fossil node to generate" in config
the only thing that seem to generate more often is skulls.
few ideas for the future:
* red glowing mushrooms - generating near/above/below lava (possibly with a chance of dropping blaze powder)
* crystals - rare crystal version of stalactites/stalagmites
* moss patches - like a thin layer of snow (only in jungle-type biomes maybe)
* glowing mushroom spores - can grow the glowing mushrooms on mycelium/moss
* actual fossils (the ones that are there being bonepiles) - rare and only generating on lower levels - drops fossilized bones / dino skulls that can be made into dino tools / dino armor >:3
* ancient seed - drops from fossils/bonepiles very rare, can be grown into a new plant/tree with fruits that give buffs
you did a good job with those textures, I'll add the texture pack to the mod page.
yes, i think i will have to change the way the percentages work in structure generation.
lava mushrooms does sound nice, maybe even place a lava source when broken (very rarely) >
crystal have been in the to-do list for a while, i'd like them to be unique and have some rare and large versions (aka crystal caves).
is there a forge hook for adding mushrooms to mycelium?
tools and armor are a bit outside the range i intended for the mod but large bone/skelleton formations would be a neat find on a cave.
as with the armor and tools, farming is outside the range of the mod.
If you are still thinking about adding a config option to change the size of caves...
What I would really like to see is normal sized caves generating like normal, plus very rare huge caves - not just a single big room, but a large, open underground area that is also long and twisty, like an underground ravine, but widened. Think big enough to fit a village into - in fact, allow the rare underground village to spawn! These big caves would have to be rare, though, so that the majority of cave exploration is unaffected.
generate large caves has been in my to-do list for a while, finding a rare and large flooded cave with glowing mushrooms all around would be so nice =)
The Meaning of Life, the Universe, and Everything.
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you did a good job with those textures, I'll add the texture pack to the mod page.
10x, btw the link you copied to the first page got messed up, and you may want to replace my old textures link since they don't work with this version of the mod.
YesSo your Shooms are still hated by MC lighting, if i have one by a wall the mushroom's block goes dark, but i still have a "halo" of light on the next blocks away from the wall XD it's kinda cool but at the same time frustrating.
So your Shooms are still hated by MC lighting, if i have one by a wall the mushroom's block goes dark, but i still have a "halo" of light on the next blocks away from the wall XD it's kinda cool but at the same time frustrating.
yeah, that lighting bug is very anoying, i've been really busy so i haven't had the time to properlly investigate whats causing that
for those wondering, the 1.6.x version will have to wait a couple of weeks, i currently don't have time to work on the mod but i will try to get it out a soon as possible.
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It works fine on its own but with other mods, here's the situation:
1. Without wildcaves, expected worldgen.
2. With wildcaves: Worldgen will halt often when generating many new chunks (Ie if someone in creative or just using mod tools rockets off in one direction), but the actual cpu/memory load won't be changed. It's like, wildcaves is telling all the other mods to just sit there and twiddle their thumbs while wildcaves carefully places junk around.
3. With wildcaves I:"times to attemp generating per chunk"=1
expected worldgen, works like #1 mostly, but wildcave stuff is so rare it might as well be diamonds.
So unfortunately I can't use this yet. If it were a matter of processing power or memory or something, maybe, but it's not! The server just halts (this includes the bundled SMP server as well as a separate MCPC server which performs slightly better.).
http://www.mediafire...9w26nokzlhb6qjm
also I think I found a little bug:
when changing "Chance for a fossil node to generate" in config
the only thing that seem to generate more often is skulls.
few ideas for the future:
* red glowing mushrooms - generating near/above/below lava (possibly with a chance of dropping blaze powder)
* crystals - rare crystal version of stalactites/stalagmites
* moss patches - like a thin layer of snow (only in jungle-type biomes maybe)
* glowing mushroom spores - can grow the glowing mushrooms on mycelium/moss
* actual fossils (the ones that are there being bonepiles) - rare and only generating on lower levels - drops fossilized bones / dino skulls that can be made into dino tools / dino armor >:3
* ancient seed - drops from fossils/bonepiles very rare, can be grown into a new plant/tree with fruits that give buffs
Nothing infuriates me more than caves that melt and flood because I put a torch down.
Alternatively it might be better to use mine factory reloaded's unmeltable ice and call it permafrost or something.
I haven't downloaded the newer version of WildCaves3 as I've not moved to 1.5.2 yet, so I was just wondering if this was ever fixed or modified?
What I would really like to see is normal sized caves generating like normal, plus very rare huge caves - not just a single big room, but a large, open underground area that is also long and twisty, like an underground ravine, but widened. Think big enough to fit a village into - in fact, allow the rare underground village to spawn! These big caves would have to be rare, though, so that the majority of cave exploration is unaffected.
http://www.minecraft...technical-mods/
there are some nice ideas there, i'll give them some though
that is indeed a nice find, i have been looking for someway to alter the cave generation.
i guess i'll have to drop the default light level of the mushroom a bit.
the floating stalagmite bug has me baffled, I'm sure it has to do with liquids since thats were they are the most prominent, this needs more investigation.
i don't really know why it hangs for some people, maybe they've increased significantly the times per chunk option, that would explain it.
the skulls are generating WAY too much in some situations and are very rare in some others, i guess i'll have to drop the default value until i can find the source of this behavior.
that could be something nice but i don't really see myself implementing that.
thank you, it's always nice hearing that people like my work.
the thing that is holding the flooded caves back is that i need to come up with a good algorithm to flood the caves without taking a very long time when new chunks are generated and causing ungodly amounts of lag.
a fair request, I'll try to include that in the next update (no idea when that'll be)
you did a good job with those textures, I'll add the texture pack to the mod page.
yes, i think i will have to change the way the percentages work in structure generation.
lava mushrooms does sound nice, maybe even place a lava source when broken (very rarely) >
crystal have been in the to-do list for a while, i'd like them to be unique and have some rare and large versions (aka crystal caves).
is there a forge hook for adding mushrooms to mycelium?
tools and armor are a bit outside the range i intended for the mod but large bone/skelleton formations would be a neat find on a cave.
as with the armor and tools, farming is outside the range of the mod.
you should be able to disable them by setting they're probability to zero.
yes, as do all forge mods.
yes, it has been fixed in the current version.
generate large caves has been in my to-do list for a while, finding a rare and large flooded cave with glowing mushrooms all around would be so nice =)
10x, btw the link you copied to the first page got messed up, and you may want to replace my old textures link since they don't work with this version of the mod.
YesSo your Shooms are still hated by MC lighting, if i have one by a wall the mushroom's block goes dark, but i still have a "halo" of light on the next blocks away from the wall XD it's kinda cool but at the same time frustrating.
there are the unstitched textures from previous version
yeah, that lighting bug is very anoying, i've been really busy so i haven't had the time to properlly investigate whats causing that
should work out-of-the-box with any mod biome
yeah, theres something wrong with the skulls, sometimes you dont see any and other times they're everywhere
sure, post the link here afterwards
for those wondering, the 1.6.x version will have to wait a couple of weeks, i currently don't have time to work on the mod but i will try to get it out a soon as possible.