It seems strange to me that every dimension and even the ocean get their own soundtrack while the underground does not.
The music should play when below y=63 and not exposed to direct sunlight, and current Overworld air music should play when above y=63 or when in direct sunlight.
In other words, the music should play in caves including water caves but not for air caves open to the surface (i.e. not surface ravines or open faced caves, but an underwater ravine exposed to the ocean floor is fine).
Another way to manage when and where the music plays would be the new 'mood' factor, or maybe the difficulty factor.
Its tone should be darker than the ocean themes but not as dark as the Nether, and incorporating cave sounds such as common monsters, arachnopods, and bats, as well as cave ambience, could help improve a piece or even help C418 produce a piece just from those sounds remixed creatively.
Would be interesting, as the water music (and recently the Nether biomes) just goes between each and appears whenever after a while (I think), I have more to agree with it.
Otherwise I would have been skeptical, I don't know as I'd have thought it would phase in and out too much between biomes or depths but if it's worked out well then I'm for it even though I mostly listen to my own due to probably hearing the creative or others too much.
I love this idea! If cave biomes were added, there could be special music for each biome.
Cave biomes means a biome at one elevation and a different biome at another in the overworld, but as I understand it biomes are based on chunks which run the entire elevation of the map.
Would be interesting, as the water music (and recently the Nether biomes) just goes between each and appears whenever after a while (I think), I have more to agree with it.
Otherwise I would have been skeptical, I don't know as I'd have thought it would phase in and out too much between biomes or depths but if it's worked out well then I'm for it even though I mostly listen to my own due to probably hearing the creative or others too much.
Yes, this is why I waited to suggest this until the other places got more fleshed out. I see the underground and the ocean as separate dimensions from the surface of the overworld as well which influences me.
That sounds like a good idea! Approved!
Hehehe, if it were implemented, it would be matter of days, if not hours before someone creates a resource pack that replaces cave music with dwarf songs...
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
That sounds like a good idea! Approved!
Hehehe, if it were implemented, it would be matter of days, if not hours before someone creates a resource pack that replaces cave music with dwarf songs...
Well, it's not 2012 anymore, but I laughed. Some people would definitely do that.
According to TheMasterCaver, we as of 1.16 now have the necessary code-level work in Java to allow for cubic chunks, so this suggestion is more likely to join many others in a cave update.
As well, there are so many music works for the Nether now that it seems fair the caves get some attention too.
For the possible future cave update.
It seems strange to me that every dimension and even the ocean get their own soundtrack while the underground does not.
The music should play when below y=63 and not exposed to direct sunlight, and current Overworld air music should play when above y=63 or when in direct sunlight.
In other words, the music should play in caves including water caves but not for air caves open to the surface (i.e. not surface ravines or open faced caves, but an underwater ravine exposed to the ocean floor is fine).
Another way to manage when and where the music plays would be the new 'mood' factor, or maybe the difficulty factor.
Its tone should be darker than the ocean themes but not as dark as the Nether, and incorporating cave sounds such as common monsters, arachnopods, and bats, as well as cave ambience, could help improve a piece or even help C418 produce a piece just from those sounds remixed creatively.
Wdyt?
I love this idea! If cave biomes were added, there could be special music for each biome.
Check out my suggestions! Here is one of them:
Would be interesting, as the water music (and recently the Nether biomes) just goes between each and appears whenever after a while (I think), I have more to agree with it.
Otherwise I would have been skeptical, I don't know as I'd have thought it would phase in and out too much between biomes or depths but if it's worked out well then I'm for it even though I mostly listen to my own due to probably hearing the creative or others too much.
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Cave biomes means a biome at one elevation and a different biome at another in the overworld, but as I understand it biomes are based on chunks which run the entire elevation of the map.
Yes, this is why I waited to suggest this until the other places got more fleshed out. I see the underground and the ocean as separate dimensions from the surface of the overworld as well which influences me.
That sounds like a good idea! Approved!
Hehehe, if it were implemented, it would be matter of days, if not hours before someone creates a resource pack that replaces cave music with dwarf songs...
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Well, it's not 2012 anymore, but I laughed. Some people would definitely do that.
According to TheMasterCaver, we as of 1.16 now have the necessary code-level work in Java to allow for cubic chunks, so this suggestion is more likely to join many others in a cave update.
As well, there are so many music works for the Nether now that it seems fair the caves get some attention too.