Neat! As a natural dwarf, I'm always deep underground spelunking. This mod looks like it'll add some real nice aesthetics while I'm down there! Loving those ice mushrooms.
Any plans to add effects to some of the new plants? A volatile mushroom that explodes on contact, another one that slows the player down, etc.
that's not a bad idea, natural mines, kind of neat but I'll have to think it over and see if, how and where it fits. If anyone wants to come up with any more examples it'd be helpful.
...hum, poison mushrooms.
edit: one of my friends, after hearing that suggestion, told me to make this
that's not a bad idea, natural mines, kind of neat but I'll have to think it over and see if, how and where it fits. If anyone wants to come up with any more examples it'd be helpful.
...hum, poison mushrooms.
edit: one of my friends, after hearing that suggestion, told me to make this
You asking for more type of aesthetics? Like, I dunno, (including ones included in mod) Glowing mushroom, Ice Mushroom, Nether Mushroom, Poisonous Mushroom(As mentioned), Nauseating Mushroom(emits a cloud of nausea), Fire Mushroom.
Awesome, another mod that makes the minecraft world worth exploring.
An idea for you, make the large caves (its a specific function in the code) generate occasional Giant Mushrooms. It seems just wrong they only generate in remote and hard to find islands.
Let me know if you want a hand with the new dungeons code/ideas, I've been experimenting with NPC village code, so a dungeon would be easy.
You asking for more type of aesthetics? Like, I dunno, (including ones included in mod) Glowing mushroom, Ice Mushroom, Nether Mushroom, Poisonous Mushroom(As mentioned), Nauseating Mushroom(emits a cloud of nausea), Fire Mushroom.
i do like the idea of adding some elements to make caves a bit more difficult/interesting, i might implement some of those and options to disable them for people who don't like them.
Awesome, another mod that makes the minecraft world worth exploring.
An idea for you, make the large caves (its a specific function in the code) generate occasional Giant Mushrooms. It seems just wrong they only generate in remote and hard to find islands.
Let me know if you want a hand with the new dungeons code/ideas, I've been experimenting with NPC village code, so a dungeon would be easy.
i like that idea, could you point me in the right direction? i haven't looked yet in to how to generate dungeons, if you have a code sample or a tutorial on the dungeons or finding the large caves i would be very grateful.
on another note, i haven't had much time this weekend to work on the mod but within the next couple of days I'll have new version with many bug fixes and new features.
I've also been pondering adding a way to get those new heads that were introduced on 1.4 since currently there is none (except the wither head), maybe add them to the dungeon loot list or have them spawn rarely on caves, there shouldn't be any balance issues since they're only decorative.
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Maybe you could add giant glowing mushrooms? The stalactites/stalagmites do seem a bit too common in the screenshots IMO, were the spawn rates bumped up for testing?
that's not a bad idea, natural mines, kind of neat but I'll have to think it over and see if, how and where it fits. If anyone wants to come up with any more examples it'd be helpful.
...hum, poison mushrooms.
edit: one of my friends, after hearing that suggestion, told me to make this
Hahaha, creepers be creeping!
One idea with this would be that it also affects mobs, so even a creeper would get blown up if it went over the explosive mushroom. You might need to make to so the mushroom/plant is firmly attached to the block under it and will only be moved by shears or something. That way you won't miss out on harvesting these mushrooms if hostile mobs keep blowing up on them.
Same idea applies to all the other possible effect-inducing plants- they last until they're harvested, then when replanted, get their effect again. Kinda like one-block beacons?
Hm. I fixed the crash I was earlier talking about, it was a conflict with a mod called ID resolver, which I normally use. After I removed it, error went away. weird.
Ok i have 2 suggestion:
- Giant stalactites and stalagmites made of blocks, for big caves.
- When you break the top part of a stalactite, the whole stalactite breaks. If you break the bottom part, only that part will break. In the stalagmites is inverted.
1. i kind of like the idea but it might conflict visually with the other ones, I'll test that in the future and decide then
2. I've been meaning to add that sort of mechanic but right now i want to get the generation code implemmented
Maybe you could add giant glowing mushrooms? The stalactites/stalagmites do seem a bit too common in the screenshots IMO, were the spawn rates bumped up for testing?
i like that idea, will have to take a look at how vanilla does that.
about the second question, the answer is yes and no, I've increased/decreased the rates for and as result of testing but the real answer is that i haven't fully decided what those rates should be like by default, that's one of the reasons I've added so many options to the configs, so that you can customize the ratios to your heart's content if you don't like the defaults.
One idea with this would be that it also affects mobs, so even a creeper would get blown up if it went over the explosive mushroom. You might need to make to so the mushroom/plant is firmly attached to the block under it and will only be moved by shears or something. That way you won't miss out on harvesting these mushrooms if hostile mobs keep blowing up on them.
Same idea applies to all the other possible effect-inducing plants- they last until they're harvested, then when replanted, get their effect again. Kinda like one-block beacons?
yes, if/when i implement those ideas they'll affect all living entities, though a landmine that can explode an unlimited amount of times (is not destroyed by the explosion) is quite over powered, I'd much rather add some way to slowly grow more of them.
though I'd like to add plants which give potion effects, i have to be careful not to upset the game's balance, for example, why would you make splash potions of poison if you could just carry a couple of poison mushrooms and place them as needed to kill mobs, then get the mushrooms back with the only penalty being a couple of uses of the shears?. I'll probably make those effects be short/weak and/or have the living entity touch the plants to apply effect but it's still open to consideration.
Hm. I fixed the crash I was earlier talking about, it was a conflict with a mod called ID resolver, which I normally use. After I removed it, error went away. weird.
hum, weird. I did fix a bug on my development version related to ids, it might have been involved in that.
a little news, I'm almost done rewriting the generation code, I'm mostly just missing the frozen caves, somebody suggested that i add pillars of ice to the caves to make as if they were frozen waterfalls, that sounds interesting, I think i'll implement it to see if it looks nice. I'm also pondering moving the icicles to their own block id, though i don't want to use one just for that simple feature, so i might use that id for other future ideas as well. I've also made it so that sandstone and sand spawn on desert caves.
1. i kind of like the idea but it might conflict visually with the other ones, I'll test that in the future and decide then
2. I've been meaning to add that sort of mechanic but right now i want to get the generation code implemmented
i like that idea, will have to take a look at how vanilla does that.
about the second question, the answer is yes and no, I've increased/decreased the rates for and as result of testing but the real answer is that i haven't fully decided what those rates should be like by default, that's one of the reasons I've added so many options to the configs, so that you can customize the ratios to your heart's content if you don't like the defaults.
yes, if/when i implement those ideas they'll affect all living entities, though a landmine that can explode an unlimited amount of times (is not destroyed by the explosion) is quite over powered, I'd much rather add some way to slowly grow more of them.
though I'd like to add plants which give potion effects, i have to be careful not to upset the game's balance, for example, why would you make splash potions of poison if you could just carry a couple of poison mushrooms and place them as needed to kill mobs, then get the mushrooms back with the only penalty being a couple of uses of the shears?. I'll probably make those effects be short/weak and/or have the living entity touch the plants to apply effect but it's still open to consideration.
hum, weird. I did fix a bug on my development version related to ids, it might have been involved in that.
a little news, I'm almost done rewriting the generation code, I'm mostly just missing the frozen caves, somebody suggested that i add pillars of ice to the caves to make as if they were frozen waterfalls, that sounds interesting, I think i'll implement it to see if it looks nice. I'm also pondering moving the icicles to their own block id, though i don't want to use one just for that simple feature, so i might use that id for other future ideas as well. I've also made it so that sandstone and sand spawn on desert caves.
Love the sandstone caves. Can't wait for the new version. Had to remove the previous compltely because of the issue with the craftguide and the spawning on grass and trees in Mystcraft worlds.
The best idea I could think of to keep the shrooms from getting too overpowered is that you create a block for them to grow on and they can only grow on that block. The block must need diamond strength pickaxe to be mined, so people would really need to be strategic about placing the special block then putting mushrooms on top of them, since they can't afford to keep placing difficult-to-mine blocks on a whim that way.
Either that, or you could somehow make the mushrooms have durability, so each explosion lessens their use when planted.
I'm seeing the cobwebs and the vines in caves now, so looks like it's working. Still haven't seen either mushroom type, but I guess I probably need to either be in specific biomes or I'm just unlucky.
Big issue: your stuff spawns in the Nether. It looks disjointedly out of place in there! May I request that spawning in dimensions other than the overworld be disabled, or at least an option in the config?
I'm seeing the cobwebs and the vines in caves now, so looks like it's working. Still haven't seen either mushroom type, but I guess I probably need to either be in specific biomes or I'm just unlucky.
Big issue: your stuff spawns in the Nether. It looks disjointedly out of place in there! May I request that spawning in dimensions other than the overworld be disabled, or at least an option in the config?
Or perhaps just the nether, idk, would love to see this stuff in other dimensions(Mystcraft)
Or perhaps just the nether, idk, would love to see this stuff in other dimensions(Mystcraft)
I'd hope to not have the stuff show up in my Twilight Forest dimension though, since the ground level is significantly lowered in that dimension so the cave stuff would spawn everywhere.
I'm seeing the cobwebs and the vines in caves now, so looks like it's working. Still haven't seen either mushroom type, but I guess I probably need to either be in specific biomes or I'm just unlucky.
Big issue: your stuff spawns in the Nether. It looks disjointedly out of place in there! May I request that spawning in dimensions other than the overworld be disabled, or at least an option in the config?
the iceshrooms only spawn on snowy biomes, the other ones spawn in almost any other biomes though bellow y 30 except on jungle and swamp like biomes, where they spawns on any height.
about the nether, yeah i guess i forgot about that, I'll make a quick fix to prevent generation on the nether/end and upload it later today.
the dimension black list is planned, i just haven't implemented it yet, that probably is going to be one of the next big things I'll implement.
also, the nether looks a bit funky, i kind of like it, i guess I'll make something like this but adapted to the nether, also a mystcraft jungle cave world should look quite nice from the looks of this
The only bad to me, I find this mod is not really compatible with ExtrabiomesXL. Could you make it compatible with Extrabiomes?
what do you mean it's not compatible? i tested it with ExtrabiomesXL and everything seems to be generating on the correct biomes
EDIT: I've uploaded a new version which prevents generation on the nether and the end
EDIT2: fun things happen when you start messing with mystcraft
just uploaded a new version to fix that
also, new motto, "if you want to test world generation, do it on a crazy mystcraft age" :V
i like that idea, could you point me in the right direction? i haven't looked yet in to how to generate dungeons, if you have a code sample or a tutorial on the dungeons or finding the large caves i would be very grateful.
If you look in MapGenCaves.java there is a function called generateLargeCaveNode, which just feeds the other function some larger numbers.
The dungeon generation code is all contained within WorldGenDungeons.java its simple in theory, just messy code.
Simply put it runs checks to prevent it generating dungeons above ground, or in water/lava, then builds the walls and random cobble/mossy cobble floor, finally it adds a random spawner.
One day I was bored and set the y coord in the dungeon generation to 64 or something, and disabled it sky check code. Was funny to see the end result.
Personally I think the code used to generate Abandoned Mineshafts and Strongholds is more suitable if you want to make a multiroom dungeon with randomly made components, rather than the box o' cobble Mojang built.
Very cool mod, definitely going to be checking this one out =)
Not sure if it's been pointed out, but noticed a typo in the config, not sure if it has any effect on behavior, as I just got finished rolling back to 1.4.2 to try this out...
permissions {
"Genarate Sandstone stalactites on arid biomes"=true
"Generate flora on caves"=true
"Generate stalactites on caves"=true
}
Another thing I noticed was a stalagmite who's base was the bright magic pink color, although not sure if that could have been brought on by one of my other 20ish mods. I simply made the entire spritesheet background transparent, has fixed similar things in the past for me.
Golly, I've been wanting to try out a version of Wild Caves since the first one, but I'm so glad I got this one working. The ExtraBiomesXL support works great and ice caves are both gorgeous and hazardous, I've found so many flooded lava chambers as well as watched my items slide by on the ice.
The glowing mushrooms and stalactites just make everything look awesome.
that's not a bad idea, natural mines, kind of neat but I'll have to think it over and see if, how and where it fits. If anyone wants to come up with any more examples it'd be helpful.
...hum, poison mushrooms.
edit: one of my friends, after hearing that suggestion, told me to make this
You asking for more type of aesthetics? Like, I dunno, (including ones included in mod) Glowing mushroom, Ice Mushroom, Nether Mushroom, Poisonous Mushroom(As mentioned), Nauseating Mushroom(emits a cloud of nausea), Fire Mushroom.
An idea for you, make the large caves (its a specific function in the code) generate occasional Giant Mushrooms. It seems just wrong they only generate in remote and hard to find islands.
Let me know if you want a hand with the new dungeons code/ideas, I've been experimenting with NPC village code, so a dungeon would be easy.
i do like the idea of adding some elements to make caves a bit more difficult/interesting, i might implement some of those and options to disable them for people who don't like them.
i like that idea, could you point me in the right direction? i haven't looked yet in to how to generate dungeons, if you have a code sample or a tutorial on the dungeons or finding the large caves i would be very grateful.
on another note, i haven't had much time this weekend to work on the mod but within the next couple of days I'll have new version with many bug fixes and new features.
I've also been pondering adding a way to get those new heads that were introduced on 1.4 since currently there is none (except the wither head), maybe add them to the dungeon loot list or have them spawn rarely on caves, there shouldn't be any balance issues since they're only decorative.
Profile pic by Cheshirette c:
Hahaha, creepers be creeping!
One idea with this would be that it also affects mobs, so even a creeper would get blown up if it went over the explosive mushroom. You might need to make to so the mushroom/plant is firmly attached to the block under it and will only be moved by shears or something. That way you won't miss out on harvesting these mushrooms if hostile mobs keep blowing up on them.
Same idea applies to all the other possible effect-inducing plants- they last until they're harvested, then when replanted, get their effect again. Kinda like one-block beacons?
1. i kind of like the idea but it might conflict visually with the other ones, I'll test that in the future and decide then
2. I've been meaning to add that sort of mechanic but right now i want to get the generation code implemmented
i like that idea, will have to take a look at how vanilla does that.
about the second question, the answer is yes and no, I've increased/decreased the rates for and as result of testing but the real answer is that i haven't fully decided what those rates should be like by default, that's one of the reasons I've added so many options to the configs, so that you can customize the ratios to your heart's content if you don't like the defaults.
yes, if/when i implement those ideas they'll affect all living entities, though a landmine that can explode an unlimited amount of times (is not destroyed by the explosion) is quite over powered, I'd much rather add some way to slowly grow more of them.
though I'd like to add plants which give potion effects, i have to be careful not to upset the game's balance, for example, why would you make splash potions of poison if you could just carry a couple of poison mushrooms and place them as needed to kill mobs, then get the mushrooms back with the only penalty being a couple of uses of the shears?. I'll probably make those effects be short/weak and/or have the living entity touch the plants to apply effect but it's still open to consideration.
hum, weird. I did fix a bug on my development version related to ids, it might have been involved in that.
a little news, I'm almost done rewriting the generation code, I'm mostly just missing the frozen caves, somebody suggested that i add pillars of ice to the caves to make as if they were frozen waterfalls, that sounds interesting, I think i'll implement it to see if it looks nice. I'm also pondering moving the icicles to their own block id, though i don't want to use one just for that simple feature, so i might use that id for other future ideas as well. I've also made it so that sandstone and sand spawn on desert caves.
Lady E
Either that, or you could somehow make the mushrooms have durability, so each explosion lessens their use when planted.
I'll probably update to 1.4.4 within the next couple of days
one last note, you should delete your config file if updating from version v0.1 as i have changed many things
Big issue: your stuff spawns in the Nether. It looks disjointedly out of place in there! May I request that spawning in dimensions other than the overworld be disabled, or at least an option in the config?
Or perhaps just the nether, idk, would love to see this stuff in other dimensions(Mystcraft)
I'd hope to not have the stuff show up in my Twilight Forest dimension though, since the ground level is significantly lowered in that dimension so the cave stuff would spawn everywhere.
the iceshrooms only spawn on snowy biomes, the other ones spawn in almost any other biomes though bellow y 30 except on jungle and swamp like biomes, where they spawns on any height.
about the nether, yeah i guess i forgot about that, I'll make a quick fix to prevent generation on the nether/end and upload it later today.
the dimension black list is planned, i just haven't implemented it yet, that probably is going to be one of the next big things I'll implement.
also, the nether looks a bit funky, i kind of like it, i guess I'll make something like this but adapted to the nether, also a mystcraft jungle cave world should look quite nice from the looks of this
what do you mean it's not compatible? i tested it with ExtrabiomesXL and everything seems to be generating on the correct biomes
EDIT: I've uploaded a new version which prevents generation on the nether and the end
EDIT2: fun things happen when you start messing with mystcraft
just uploaded a new version to fix that
also, new motto, "if you want to test world generation, do it on a crazy mystcraft age" :V
If you look in MapGenCaves.java there is a function called generateLargeCaveNode, which just feeds the other function some larger numbers.
The dungeon generation code is all contained within WorldGenDungeons.java its simple in theory, just messy code.
Simply put it runs checks to prevent it generating dungeons above ground, or in water/lava, then builds the walls and random cobble/mossy cobble floor, finally it adds a random spawner.
One day I was bored and set the y coord in the dungeon generation to 64 or something, and disabled it sky check code. Was funny to see the end result.
Personally I think the code used to generate Abandoned Mineshafts and Strongholds is more suitable if you want to make a multiroom dungeon with randomly made components, rather than the box o' cobble Mojang built.
Not sure if it's been pointed out, but noticed a typo in the config, not sure if it has any effect on behavior, as I just got finished rolling back to 1.4.2 to try this out...
####################
# permissions
####################
permissions {
"Genarate Sandstone stalactites on arid biomes"=true
"Generate flora on caves"=true
"Generate stalactites on caves"=true
}
Another thing I noticed was a stalagmite who's base was the bright magic pink color, although not sure if that could have been brought on by one of my other 20ish mods. I simply made the entire spritesheet background transparent, has fixed similar things in the past for me.
The glowing mushrooms and stalactites just make everything look awesome.