There used to be legends. Legends of places below the previously conceived bottom of the Overworld. Some said that the Bedrock was the end of the line, while others said that it was just a barrier protecting us from what lies below. -DesinitDraco
Deeper Caves has been updated to 1.0.0 for Minecraft 1.7.10!
Deeper Caves has reached 10000 downloads! Thanks for trying my mod, comment if you like it (or if you don't)!
Deeper Caves is on GitHub! The repository is at https://github.com/Valiec/DeeperCaves
This mod can also be downloaded at http://kpabr.com/mcmods/deepercaves/deepercaves_latest.zip.
The mod now has a (currently lacking in content, but still growing) wiki!
For information regarding the mod, go to http://deepercaves.wikia.com/.
If you find anything missing from the wiki, don't hesitate to edit!
The mod reached 1000 downloads at 4:36:06 PM server time on February 24, 2015.
The mod reached 2000 downloads at 5:18:17 PM server time on April 14, 2015.
The mod reached 3000 downloads at 12:01:53 AM server time on June 30, 2015.
Times not recorded for 4000-6000.
The mod reached 7000 downloads at 4:45:58 PM server time on June 14, 2016.
Notice: Some websites appear to be redistributing my mod. I did not authorize them to do so. The only official copies of my mod are the ones I link to in this thread and http://kpabr.com/mcmods/deepercaves.
Other copies are not authorized and should not be downloaded since some of these sites that redistribute mods are known to put malware in with their "downloads". However, you can be sure that the downloads here are safe.
Ever wanted to explore below the Bedrock? Do pits 200 blocks deep, mazes of caverns, and compressed ores sound interesting to you? If so, you may want to take a look at this mod!
At this point, there are Drop, Maze, Crystal, Compressed, Bedrock Plains, Near Nether, Near Void, Deep World, Darkness, Abandoned Caves, Far Void, Evil, and Final Labyrinth levels. All ore blocks on those levels have been added. However, Ametrine also does not have the mob-attracting effect.
Ametrine-Tipped Pickaxe:
To get other types of ametrine-tipped pickaxes, replace the iron pickaxe in the recipe with another type of vanilla pickaxe (e.g. stone, diamond).
More coming soon!
Resource blocks are made with 9 resources as usual.
Added Sapphire, Aquamarine, Ametrine, and Silver.
Added Drop, Maze, Crystal, Compressed, and Bedrock Plains levels.
Added Ametrine tipped pickaxes.
Added Compressed ores.
0.1.1:
Portals now generate at the top and bottom of layers in layers, not like ores.
Blocks and items now have Ore Dictionary names.
Each layer is now its own biome.
Portals are now unbreakable.
Fixed the following bugs:
Sapphire ore missing texture.
0.1.2:
Fixed the following bugs:
Game crashes on world creation.
0.2.0 (The Near Void Update):
Added Near Nether level.
Added Near Void level.
Replaced portals with y-coordinate checks.
Added Tenebrium ore, ingot, and block.
Improved version checker.
Possibly reduced the lag a bit (not sure by how much, it varies).
Fixed the following bugs:
Lots of lag (maybe).
Version checker displaying future versions as "0.0.0".
0.2.1:
Fixed the following bugs:
Ores not dropping gems.
Hardness of Silver ore being incorrect.
Hardnesses of resource blocks being incorrect.
0.2.2:
Added Final Labyrinth level.
Added Forgotten Gemstone ore, gem, and block.
Added Molten Iron to Bedrock Plains level.
Added Fragmented Bedrock Buckets.
Fixed the following bugs:
Ores not dropping XP.
Compressed ores not dropping themselves when mined with silk touch.
0.3.0:
Added Deep World level.
Added Deep World Zombie
Added Deep World Skeleton
Added Deep World Cave Spider
Added Deep World Creeper
Added craftable Drop portal
0.4.0 (The Far Void Update):
Added Lava level
Added Darkness level
Added Abandoned Caves level
Added Far Void level
Added Dark Stone
Added Abandoned Caves Stone
Added Deep Stone
Added Deep Cobblestone
Added Dark Stone ore variants in Darkness Level
Added Abandoned Caves Stone ore variants in Abandoned Caves level
Added Deep Stone compressed ore variants in Far Void level
Added Vesperite Gem
Added Vesperite Block
Added Vesperite Ore in Darkness level
Added Void Charm
Added Barrier Layer bedrock variant
Added Heated Obsidian
Added Supercooled Obsidian
Added Cave Villages in Abandoned Caves level
Readjusted level heights to match suggestion
Reduced Bedrock Plains height to 20 blocks
Tweaked Sapphire Ore texture
Tweaked Near Void cave generation
Fixed the following bugs:
Fixed bug that allowed teleporting to the Drop level from all levels
Removed Forge example mod from source
Fixed Molten Iron having no when player is inside it and not damaging the player on contact
0.4.1:
Added Evil level
Added Soul Stone
Added Corrupted Soul Stone
Added Crying Obsidian
Added Profundium Ore in Evil level
Added Profundium Ingot
Added Profundium Dust which fuels furnaces for 1 minute and 40 seconds (10 items)
Added Fragmented Cobblestone to Lava level
Made Fragmented Cobblestone smelt into Cobblestone
Made Fragmented Cobblestone craftable with four Gravel
Dimension and biome IDs are now configurable
Fixed the following bugs:
Fixed Molten Iron not glowing
Fixed version checker not working properly
Fixed incorrect hardness and blast resistance of Supercooled and Heated Obsidian
0.4.2:
Added Mutation level
Added Venenium liquid in Mutation level
Added Deep variants of vanilla ores
Added Forgotten level
Added Evanescite Gem
Added Evanescite Ore
Added Block of Evanescite
Added Forgotten Charm
Added Mutated mob variants
Added Shadow mob
Increased Cave Village gen frequency
Increased experience given by smelting compressed ores
Made Entity IDs configurable
Fixed the following bugs:
Fixed certain ores being impossible to smelt
Fixed buckets not working properly with Molten Iron
Fixed cave village fountain not flowing
Fixed the bottom layers of all levels sending player to top of Maze level
0.5.0 (The Beta Update):
Made vanilla ores appear at all heights (but at 62.6% of vanilla frequency)
Changed Forgotten Charm recipe to use Tenebrium Ingots instead of Silver Ingots
Moved ores into new creative tab
Made Bedrock Plains floor and ceiling height configurable
Changed development phase from alpha to beta
Fixed the following bugs:
Fixed recipe conflict with Extra Utilities
Fixed going up from one level to another not working in some cases
Fixed issue that caused digging down through another mod's dimension to sometimes send you to a Deeper Caves level
Fixed Forgotten level not having Deep Stone variant vanilla ores
1.0.0 (The Texture Update):
Replaced most textures with new textures made by MTX1996
Added Ruby ore and block
Added Compressed and Deep Compressed Sapphire, Aquamarine, Silver, and Ruby ores
Added Rotten Planks and Rusty Iron Bars
Added Silver and Ametrine-tipped Silver Pickaxe, Axe, Shovel, Hoe, and Sword
Added Magma Stone
Addded 13 colors of Crystal blocks to Crystal and Mutation levels
Changed development phase from beta to release
This will be updated shortly with screenshots of the Mutation and Forgotten levels.
Most of the added blocks:
The Drop level:
The Maze level:
The Crystal level:
The Compressed level:
The Bedrock Plains level:
The Near Nether level:
The Lava level:
The Near Void level:
The Deep World level:
The Darkness level (with and without night vision):
The Abandoned Caves level:
The Far Void level:
The Evil level:
The Final Labyrinth level:
More coming soon!
Note: The mod connects to a server every time you open a world in order to check its version.
The URL the version checker polls also increments a counter every time it is requested, giving me a rudimentary play counter. Note that there is no player data sent: it is purely a count of how many times that URL has been requested.
Note: because of the high amount of liquids in the Drop level, add this to your JVM args: -Xss1024K"
Download Deeper Caves 1.0.0 For Minecraft 1.7.10
- Download Deeper Caves 0.5.0 For Minecraft 1.7.10
- Download Deeper Caves 0.4.2 For Minecraft 1.7.10
- Download Deeper Caves 0.4.1 For Minecraft 1.7.10
- Download Deeper Caves 0.4.0 For Minecraft 1.7.10
- Download Deeper Caves 0.3.0 For Minecraft 1.7.10
- Download Deeper Caves 0.2.1 For Minecraft 1.7.10
- Download Deeper Caves 0.2.1 For Minecraft 1.7.10
- Download Deeper Caves 0.2.0 For Minecraft 1.7.10
- Download Deeper Caves 0.1.2 For Minecraft 1.7.10
- Deeper Caves 0.1.1 for Minecraft 1.7.10 crashes on world creation, so it is not included.
- Download Deeper Caves 0.1.0 For Minecraft 1.7.10
- Download Deeper Caves 0.0.3 For Minecraft 1.7.10
- Download Deeper Caves 0.0.2 For Minecraft 1.7.10
- Download Deeper Caves 0.0.1 For Minecraft 1.7.10
Public Modpack Rules (you have to follow these if you put my mod into your modpack)
- Credit me (Valiec2019) as being the mod's developer.
- Provide a link to this thread.
- If you are doing something that will allow you to make any money off of your modpack (e.g. using adf.ly), whether or not you have been or are about to be actually paid (e.g. adf.ly doesn't pay until you have a lot of downloads I think) ask permission about doing it first and wait for a response before implementing it (you can distribute the modpack without the possibility of making money from it until you get permission or if you don't get permission however).
Note: Donations don't count as "making money", as long as they are completely optional and do not affect the modpack in any way (donations affecting gameplay is an absolute no, ask me if it affects cosmetic stuff).
Another note: You do not need explicit permission if you aren't making money, but still please PM me (if you really don't want to, you don't have to) to tell me that you are using my mod (I just am curious what modpacks it's in), but in this case (just a notice, not a permission request), you do not have to wait for a response before distributing the pack.
Private modpack rules are the same, except you don't need to PM me if you aren't making money off it (though it would still be nice if it's used by a lot of people on a large server).
Modpack suggestions (you don't have to follow these, but in most cases it would improve the gameplay, but if you want to, ignore these)
- If you remove a crafting recipe because you want someone to find an item in the world (e.g. in loot chests like in Phicksur's Explorer's Modpack), make sure it can actually be found in said chests. If you made it uncraftable because you want the item to be inaccessible, leave it inaccessible. Thanks for getting me to think of this, Phicksur!
Modpack rules only apply if you actually distribute the pack with Deeper Caves in it. Just clarifying in case I accidentally scared anyone off there by making them think these rules apply just because you are running Deeper Caves with other mods or adding it to your personal copy of a modpack you play.
1
Not really a retcon per se, more so a reskin and rename. As far as I am aware, Zombie Piglins behave near exactly to Zombie Pigmen if not exactly. But yes, you are right. Zombie Pigmen basically do not exist in the regard of what story, lore, or implementation to what they were suppose to be.
1
Emeralds should stay solely as a currency. The game's currency IS emerald. Just like real money, it should have no other uses if you ask me.
1
I beg to differ. I like the Java Creative inventory. It is much better than how it was WAY back when it was actually just a list of all of the blocks and items. I think if you start adding subsections into the creative inventory, it would be a lot harder to find individual items or blocks. The best thing I can suggest is adding more categories, but still I think how things are categorized now is pretty good.
"-There's a bug where when you do Ctrl + I/U/B, it makes a space before the word (this is on the Minecraft Forums, not Minecraft itself). Someone plz fix it."
I'd report that elsewhere such as here.
1
That may sound easy and all, but there is probably a level of difficulty to conquering a bastion. Early game bastion hunting may be more difficult than expected, especially on harder difficulties.
If anything, I think the late game suffers a bit more with netherite gear spawning within bastions. On the other hand, It does remove some of the tedium from the original method of getting netherite. The balance issue here is how do you make late game items fun, but difficult to get?
I'd say another approach to this issue would be if there were locked chests with some means of getting a key, then the implementation of netherite gear as loot would be more balanced. Maybe it'd be cool for them to implement another boss, the Pig Kinglin, that resides in the bastions and that is how you obtain access to locked chests.
1
No, I do not really think I expected something different. Mojang seems to have come up with a more fantastical approach towards a delta. To me, their delta represents more of a dornmant/active volcanic zone rather than some sort of flow of lava. And to me, what you described sounds more like lava tubes instead of lava deltas. At least with the way deltas are right now, they look like formations from volcanic activity within a much wider space. It really does feel like volcanic remains, especially with Mojang's push for ambience.
1
More about how to create Tab Packs can be found here at the mod's official wiki.
Since Tab Packs come in the form of resource packs, it makes it easy for Tab Pack creators to share custom creative inventories with their friends, and/or with the internet.
Note: It is highly recommended to check the wiki of the mod to get fully detailed explanations about features of the mod.
Planned Features/Todo:
You can find a list of all what is planned for the future of the mod over here.
Important Links:
2
That already is a thing. It is called using a resource pack of the old textures.
1
I've been around with Minecraft for a very long time, almost since when it first came out. Honestly these changes interest me and I respect that they are changing up the textures a bit. People need to start embracing change because change can be good. We still have yet to see a final product, and considering people know Minecraft as it is right now, it is hard to judge the look and feel of the final product since we are so familiar with the old textures. Once all the textures are standardized under one style, I bet there will be a lot more of a cohesive flow with how the world feels in general. We've not been exposed to the whole world looking different due to the changes so we cannot say much about the final product. We may hate individual textures, but have no clue how they blend and feel with the other new textures.
Personally I think everyone shouldn't jump the gun on this and should only really give their final opinion once we get a final product, but my current feel for these changes are skeptical, but very interested for the change. I feel like I will like these new textures a lot, but that may or may not change when I am/we are able to feel out these textures for ourselves in our own worlds.
1
Aww, that is wonderful and cute the start of an amazing builder. Tell him the MCF thinks it is wonderful
1
The nerf is little bit better, but normal shields already have pretty unbalanced buffs it brings to the game. I honestly think you cant go any farther than what we currently have with the regular shield. The regular shield, off the top of my head, already provides immunity to creeper explosions, immunity to arrows, and next to near immunity to regular damage. Consider shields are already strong as is, I don't think it would be wise to have it increased immunity to expand towards axe immunity. That sort of makes it completely unfair in PVP. I find the vanilla shield needs a nerfing, not just this.
No suppport.