This mod gives some much needed love to vanilla caves, adds stalactites, stalagmites, vines, glowing mushrooms, icicles and there's more to come.This mod is based off greyjusticar's mod which was based on Dilla's mod, hence the 3.This mod is a complete rewrite, all code is mine but I'm using the same sprites plus some new ones i made.This is a beta version, I'm hoping to get some feedback and new ideas from this but I'll be adding more content and fixing more bugs before i consider it ready for release.
Screenshots
I need to get better/more screenshots
Videos:
ThnxCya
Etalyx for v0.1
ChazOffTopic
Features:
- Decorates caves to make them more interesting
- Stalactites and Stalagmites generate in caves.
- Stalagmites will only generate under stalactites.
- Stalactites, Stalagmites and vines generate dynamically and can be as long as you want (config option)
- Entities can get damaged when falling on stalagmites
-Different features depending on biome
-- Stalactites and stalagmites in all biomes
-- Vines on humid and jungle like biomes
-- Icicles on cold biomes
-- More water sources on wet biomes
-- sand and sandstone generates on arid caves
-- sandstone stalactites/stalagmites on arid biomes
-- ice and icicles generates on frozen biomes
-- iceshrooms on frozen caves- stone stalactites/stalagmites drop cobblestone and they can be collected intact with silk touch
- sandstone stalactites/stalagmites drop sandstone and they can be collected intact with silk touch
- spiderwebs now generate on caves
- Glowing mushrooms and iceshrooms drop glowstone dust when destroyed and can be sheared
- Properties file with many options to customize the mod to your liking, change block ids, the frequency a certain feature occurs, length of vines and stalactites/stalagmites, etc.
-Compatible with any mod added biomes
-skulls/heads spawn on dungeon chests
-skeleton skulls spawn on caves
-a blacklist for dimensions where not to generate
-a block id white list for structure generation
-bone piles!
-adjustable light level for the mushrooms on the config
Planned features/fixes (but not guaranteed that they'll be implemented):
-stalactites for the nether-some sort of new dungeons (if i figure out how to do it)
-stalactites with water dripping particles
-some decorative crystals
-add more textures to the stalactites/stalagmites to fill the remaining metadata slots
-flooded caves
-giant mushrooms in caves (vanilla and glowing)-generate larger caves
-a list for adding drops to the bone pile
-prevent flying players in creative mode from being slowed down while flying through stalactites/stalacmites
Known issues/bugs:
-the new MC lighting system doesn't like my glowing mushrooms, some weird things happen in certain conditions.
-a singe stalactite generates in the air from time to time for some reason-the mod crashes for some people when generating skulls
Installation:
-Install Forge correctly
-Drop the WildCaves3 zip in the mods folder
-(optional but highly recomended) mess with the configs-enjoy
v0.4.3.4
-ported to 1.6.4
-code improvements
v0.4.3.3
-fixed cetain settings in the config file not working properly
-some minor code improovements
-added a 1.6.x version
v0.4.3
-updated to mc 1.6.2
-halved the default skull spawn ratev
0.4.2
-the mod is now compiled with srgnames
-fixed the sound made by the mushrooms.
-added config option for the mushroom's light level.
-added block id white list for world gen to the config.
-added a new block, the bone pile, generates a bit on every biome and drops bones, arrows or rarely skulls.
-added config option for bone pile generation
-fixed a couple of derps on the code that were probably causing those weird structure generations.-decreased even more the max tempeature for frozen generation (hopefully for the last time -__-)
v0.4.1
-properly check if the player can place a stalactites/stalagmites before placing them in the world (no more insta-breaking blocks)
-stalactites/stalagmites now slightly slowdown entities that walk through them (they have to walk carefully so as to not get hurt )
-updated to forge 655+ (compiled with 662)
-corrected a few misspelled names
-fixed a bug that prevented sandstone and stone stalactites/stalagmites to be placed on to of the other
-fixed sheared mushrooms giving the wrong metadata
-mushrooms and icicles now have grass and glass sounds respectively
-reduced the maximum temperature allowed for the generation of frozen caves
-reduced the maximum humidity allowed for the generation of arid caves
-added grass to the list of blocks that can be replaced by ice (no more iceshrooms standing in a single block of ice on the surface)
v0.4
-updated to 1.5.1
-made the 32x textures the default ones for the mod
-icicles now must be sustained by a solid block or ice
-vines no longer generate into liquids
-Structures generated will no longer replace blocks with TileEntities (chests)
-2 block tall glowing mushrooms generate properly again
-implemented a basic dimension blacklist (check the config)
-added option to the config to make stalactites/stalagmites solid (it's false by default)
-added option to the config to enable damage when falling on stalgmites (it's false by default)
-skulls/heads in chests now use the new forge chest hook. They're now twice as rare, have a max spawn stack size of 2 and only spawn in dungeons, mineshafts and strongholds.
-structure are now generated based of the biome's temperature and humidity (should work with any mod added biome)
-glowing mushrooms no longer drop glowstone dust when sheared-removed the ExtraBiomesXL API as it isn't necessary any more
v0.3.2
-changed and optimized many things in the code (slightly easier to update now)
-reduced the damage received when falling on the stalactites to half (but they will more reliably apply the damage)
-fixed sandstone stalactites not causing damage when falling on them
-stalactites destroyed by the world now drop their items correctly
-stalactites placed by the player now drop themselves if placed on an invalid position, instead of being destroyed (temporary fix)
-the algorithm to check if the stalactites can stay now checks if the whole structure is connected to a solid block-creative block pick works again-made stalactites solid blocks (they are pillars of stone after all, you shouldn't be able to walk through them like plants)-changed the stalactite's hardness to make them faster to mine (were harder than stone to break, now they're easier/faster)-added the skulls/heads (except the whither skull) to the dungeon loot list (more incentives to explore the caves for dungeons )
-skeleton skulls now generate on all caves. (the probability might need some tweaking)
-added config option for the generation of skulls on cavesv0.3.1-fixed missing textures-added missing name to the last icicleV0.3
-ported to 1.4.6
V0.2.4
-fix sandstone stalactites dropping ice-fix blocks dropping vanilla items with wrong metadata
-added code to prevent stalactites and mushrooms from staying in the air while not being supported by other blocks (existing ones will need a block update)
v0.2.3
-Updated to MC 1.4.5
-fixed a mistake on the configs
v0.2.2
-mushrooms no longer generate on the air at the bottom of the world on mystcraft sky ages
-a minor fix to prevent generation on mystcraft's wooden tendrils
v0.2.1
-Prevented all generation from this mod on the nether and the end
v0.2
-re-wrote and cleaned up most of the generation code to make it more flexible
-glowing mushrooms now generate on humid, jungle and normal biomes
-glowing mushrooms on normal biomes only generate under y 30
-vines now generate on humid, jungle and normal biomes
-sandstone stalactites now generate on arid biomes
-added sand and sandstone generation on arid biomes caves
-added iceshrooms
-iceshrooms generate on frozen caves
-icicles now generate correctly on frozen caves
-added more types of icicles
-ice now generates on frozen caves
-changed the name of some items
-spider webs now generate on caves
-fixed glowcap drops when destroyed
-fixed crash with craftguide
-added iceshrooms-added many config options
-added a quick and dirty fix to prevent stalagtites generation on trees (should work with mod trees as long as they've declared their block materials right). It will be properly implemented once the block black list has been coded
v0.1
-re-wrote the mod for 1.4.2
-added vines generation on jungle caves
-added glowing mushrooms
-added sandstone stalactites/stalagmites-stalagmites might hurt entities that fall on them
A note on the configs:
've set the default config to be pretty low so it won't impact much your FPS while generating new chunks, i encourage you to mess around with the configs untill you find the balance you like but beware that the higher you set the "times per chunck" option the bigger the impact on your fps when exploring new areas.
Suggestions and ideas:
If you have any suggestions or ideas for things that would fit well in this mod or things that i should change, please post them here, I'm always looking for new inspiration.
About modpacks:
I don't mind my mod being part of a modpack as long as you don't use adf.ly (or the likes) for your modpack downloads, gives proper credits to the authors and have permission from them and has a link back to the mod page.
glad to see so many people interested, I've already fixed a couple of bug so i might upload a new version later.
while testing i noticed that mountainous biomes appear to be much sparsely populated by my mod simply because there is a much larger volume to populate, so I'm pondering adding a couple of special "times per chunck" options to the config related to specific biome types.
I would also like some ideas as to how the glowing mushrooms should generate, it has been suggested to generate them a little in all biomes but make them more numerous on humid biomes, what do you think?
I have a suggestion.
The names of the blocks should not be "stalactite1", etc.
Change them to "Stalactite", "Icicle", "Sandstone Stalagmite", "Glowing Mushroom", you know.
yeah, those names were more for testing, I'll change them in the next version.
EDIT:
idk if you have seen it yet but,
EDIT2:
also would it be possible to get a 64x64 version of the textures, it looks very strange with misa's texture pack.
This mod crashes Minecraft when I try to use the Craftguide book.
Also, we had generation of the Stalactite's and what not in mystcraft worlds spawning on inappropriate blocks like leaves and grass. There were water fonts coming out of trees.
I've gotten a crash a few times when installing mods to my minecraft. Unfortunately, I don't understand the error nor which mod is causing it, anyone care to help a fellow minecrafter noob?
New to forums too. Dunno how to even put as spoilers...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Aaron\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-08_20.14.29-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 818fcebb --------
Generated 11/8/12 8:14 PM
java.lang.NullPointerException
at uu.<init>(ItemBlock.java:16)
at WildCaves.common.ItemStalactite.<init>(ItemStalactite.java:17)
at WildCaves.common.WildCaves.initBlocks(WildCaves.java:78)
at WildCaves.common.WildCaves.load(WildCaves.java:64)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 44c170b5 ----------
EDIT:
idk if you have seen it yet but,
EDIT2:
also would it be possible to get a 64x64 version of the textures, it looks very strange with misa's texture pack.
Nice, a spotlight already, I'm flattered, I'll add it to the first post, also he does raise a good point about icicles, they might be too rare by default and he gave me an idea for the desert caves.
About HD textures, i do plan on making some higher resolution ones but that will have to wait a bit because i might change the sprite file some more since i'm adding new features.
This mod crashes Minecraft when I try to use the Craftguide book.
Also, we had generation of the Stalactite's and what not in mystcraft worlds spawning on inappropriate blocks like leaves and grass. There were water fonts coming out of trees.
Lady E
about craftguide, if you could provide an error report I'll look in to it.
the stalactites generating weirdly on mystcraft ages i expected, as the ages can vary much from the overworld, not sure how I'm going to tackle that. They showing up on trees is a side effect of the way I'm generating them, currently they can be placed on any solid block so they can generate on blocks added by other mods as well and that is one of the reasons i planned on adding a block and dimension black list on the config, i might just push that feature higher on the to-do list.
I've gotten a crash a few times when installing mods to my minecraft. Unfortunately, I don't understand the error nor which mod is causing it, anyone care to help a fellow minecrafter noob?
New to forums too. Dunno how to even put as spoilers...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Aaron\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-08_20.14.29-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 818fcebb --------
Generated 11/8/12 8:14 PM
java.lang.NullPointerException
at uu.<init>(ItemBlock.java:16)
at WildCaves.common.ItemStalactite.<init>(ItemStalactite.java:17)
at WildCaves.common.WildCaves.initBlocks(WildCaves.java:78)
at WildCaves.common.WildCaves.load(WildCaves.java:64)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 44c170b5 ----------
to make spoilers just put [ spoiler ] and [ /spoiler ] before and after without the spaces.
that error says that my itemstalctite is causing a null pointer exeption, i might know whats causing that, might even be whats causing the problems with craftguide, i'll look in to it.
one last note, while you can use the mod as it is i don't recommend using it yet on anything other than test worlds as I'm still fixing many bugs and implementing new features, it won't damage your world but you will have to explore new chunks to get the fixed generation and new features.
Maybe spawn its independent from biome but "near Nether" at deep levels only. Then it will be look like Nether affect to Outworld.
i like that idea but I think I'm going to modify it, I'll make them spawn at any height on humid biomes and on all others they'll only spawn deep underground.
thanks for the suggestion.
On a side note, I'm cleaning up and rewriting parts of my generation code to allow for more flexibility and in the process I've already changed a few things, many of the features added to the caves will have a primary and secondary biomes, they'll be much more abundant on the primary and will be found sparingly on the secondaries, for example, the case of the mushrooms that i mentioned above.
I'll upload a new version once I'm done with the changes and taken care of the crash with craftguide.
Sweet! I've seen many ideas/concept art for Minecraft that kinda looks like this, but I think you may be one of the first to actually do it, and be the best at it!
Full speed ahead!
Wow, many thanks for the compliment, i really appreciate it.
i still have many more things that I'd like to implement to make caves more interesting.
Thanks so much! I would have posted a crash log but there wasn't one. When I used the book my Minecraft locked up (froze) and I had to alt-tab and kill it with task master.
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.
Screenshots
Videos:
Etalyx for v0.1
ChazOffTopic
Features:
- Stalactites and Stalagmites generate in caves.
- Stalagmites will only generate under stalactites.
- Stalactites, Stalagmites and vines generate dynamically and can be as long as you want (config option)
- Entities can get damaged when falling on stalagmites
-Different features depending on biome
-- Stalactites and stalagmites in all biomes
-- Vines on humid and jungle like biomes
-- Icicles on cold biomes
-- More water sources on wet biomes
-- sand and sandstone generates on arid caves
-- sandstone stalactites/stalagmites on arid biomes
-- ice and icicles generates on frozen biomes
-- iceshrooms on frozen caves- stone stalactites/stalagmites drop cobblestone and they can be collected intact with silk touch
- sandstone stalactites/stalagmites drop sandstone and they can be collected intact with silk touch
- spiderwebs now generate on caves
- Glowing mushrooms and iceshrooms drop glowstone dust when destroyed and can be sheared
- Properties file with many options to customize the mod to your liking, change block ids, the frequency a certain feature occurs, length of vines and stalactites/stalagmites, etc.
-Compatible with any mod added biomes
-skulls/heads spawn on dungeon chests
-skeleton skulls spawn on caves
-a blacklist for dimensions where not to generate
-a block id white list for structure generation
-bone piles!
-adjustable light level for the mushrooms on the config
Planned features/fixes (but not guaranteed that they'll be implemented):
-stalactites with water dripping particles
-some decorative crystals
-add more textures to the stalactites/stalagmites to fill the remaining metadata slots
-flooded caves
-giant mushrooms in caves (vanilla and glowing)-generate larger caves
-a list for adding drops to the bone pile
-prevent flying players in creative mode from being slowed down while flying through stalactites/stalacmites
Known issues/bugs:
-a singe stalactite generates in the air from time to time for some reason-the mod crashes for some people when generating skulls
Installation:
-Install Forge correctly
-Drop the WildCaves3 zip in the mods folder
-(optional but highly recomended) mess with the configs-enjoy
DOWNLOAD
--- 1.6.x ---
v0.4.3.4 - http://www.mediafire.../..v0.4.3.4.zip thanks to GotoLink for this.
Old versions
v0.4.3.3 http://www.mediafire...s3-0.4.3.3.zip (if you're having crashes, set the skull spawn rate to 0 for now)
v0.4.3 http://www.mediafire...ves3-0.4.3.zip(there is a problem on this version that causes crashes for some people, a new version will come soonTM)
---1.5.1/1.5.2 ---
v0.4.2 http://www.mediafire...lzf0isu9vf"
---1.5.1---
v0.4.1 http://www.mediafire...vebj85v2wchfxz (for forge 655+)
v0.4 http://www.mediafire...1i86k878c0" (WARNING: forge 655+ breaks the mod for the server)
---1.4.6/1.4.7---
v0.3.2 http://www.mediafire...ss544tblu3r57g
v0.3.1 http://www.mediafire...swfvo0kdxvk3sf
v0.3 http://www.mediafire...s70ixlibv4glvb
---1.4.5---
V0.2.4 http://www.mediafire...6yc92u4sylx592
v0.2.3 http://www.mediafire...2aqkirhcsvaig4
---1.4.2---
v0.2.2 http://www.mediafire...ju3j0j5930pk6n
v0.2.1 http://www.mediafire...qecrdjsbvg43c2
v0.2 http://www.mediafire...pr71ek0o5hyg42
v0.1 http://www.mediafire...b7olw945uear0c
Texture packs:
for 1.5 and 1.6
Deltacraft 64x 128x http://www.minecraft...#entry21672114
vonDoomCraft 128x https://www.dropbox....Wildcaves3.zip
64x version made by OriAlon http://www.mediafire...64textures.rar
Change log:
-ported to 1.6.4
-code improvements
v0.4.3.3
-fixed cetain settings in the config file not working properly
-some minor code improovements
-added a 1.6.x version
v0.4.3
-updated to mc 1.6.2
-halved the default skull spawn ratev
0.4.2
-the mod is now compiled with srgnames
-fixed the sound made by the mushrooms.
-added config option for the mushroom's light level.
-added block id white list for world gen to the config.
-added a new block, the bone pile, generates a bit on every biome and drops bones, arrows or rarely skulls.
-added config option for bone pile generation
-fixed a couple of derps on the code that were probably causing those weird structure generations.-decreased even more the max tempeature for frozen generation (hopefully for the last time -__-)
v0.4.1
-properly check if the player can place a stalactites/stalagmites before placing them in the world (no more insta-breaking blocks)
-stalactites/stalagmites now slightly slowdown entities that walk through them (they have to walk carefully so as to not get hurt )
-updated to forge 655+ (compiled with 662)
-corrected a few misspelled names
-fixed a bug that prevented sandstone and stone stalactites/stalagmites to be placed on to of the other
-fixed sheared mushrooms giving the wrong metadata
-mushrooms and icicles now have grass and glass sounds respectively
-reduced the maximum temperature allowed for the generation of frozen caves
-reduced the maximum humidity allowed for the generation of arid caves
-added grass to the list of blocks that can be replaced by ice (no more iceshrooms standing in a single block of ice on the surface)
v0.4
-updated to 1.5.1
-made the 32x textures the default ones for the mod
-icicles now must be sustained by a solid block or ice
-vines no longer generate into liquids
-Structures generated will no longer replace blocks with TileEntities (chests)
-2 block tall glowing mushrooms generate properly again
-implemented a basic dimension blacklist (check the config)
-added option to the config to make stalactites/stalagmites solid (it's false by default)
-added option to the config to enable damage when falling on stalgmites (it's false by default)
-skulls/heads in chests now use the new forge chest hook. They're now twice as rare, have a max spawn stack size of 2 and only spawn in dungeons, mineshafts and strongholds.
-structure are now generated based of the biome's temperature and humidity (should work with any mod added biome)
-glowing mushrooms no longer drop glowstone dust when sheared-removed the ExtraBiomesXL API as it isn't necessary any more
v0.3.2
-changed and optimized many things in the code (slightly easier to update now)
-reduced the damage received when falling on the stalactites to half (but they will more reliably apply the damage)
-fixed sandstone stalactites not causing damage when falling on them
-stalactites destroyed by the world now drop their items correctly
-stalactites placed by the player now drop themselves if placed on an invalid position, instead of being destroyed (temporary fix)
-the algorithm to check if the stalactites can stay now checks if the whole structure is connected to a solid block-creative block pick works again-made stalactites solid blocks (they are pillars of stone after all, you shouldn't be able to walk through them like plants)-changed the stalactite's hardness to make them faster to mine (were harder than stone to break, now they're easier/faster)-added the skulls/heads (except the whither skull) to the dungeon loot list (more incentives to explore the caves for dungeons )
-skeleton skulls now generate on all caves. (the probability might need some tweaking)
-added config option for the generation of skulls on cavesv0.3.1-fixed missing textures-added missing name to the last icicleV0.3
-ported to 1.4.6
V0.2.4
-fix sandstone stalactites dropping ice-fix blocks dropping vanilla items with wrong metadata
-added code to prevent stalactites and mushrooms from staying in the air while not being supported by other blocks (existing ones will need a block update)
v0.2.3
-Updated to MC 1.4.5
-fixed a mistake on the configs
v0.2.2
-mushrooms no longer generate on the air at the bottom of the world on mystcraft sky ages
-a minor fix to prevent generation on mystcraft's wooden tendrils
v0.2.1
-Prevented all generation from this mod on the nether and the end
v0.2
-re-wrote and cleaned up most of the generation code to make it more flexible
-glowing mushrooms now generate on humid, jungle and normal biomes
-glowing mushrooms on normal biomes only generate under y 30
-vines now generate on humid, jungle and normal biomes
-sandstone stalactites now generate on arid biomes
-added sand and sandstone generation on arid biomes caves
-added iceshrooms
-iceshrooms generate on frozen caves
-icicles now generate correctly on frozen caves
-added more types of icicles
-ice now generates on frozen caves
-changed the name of some items
-spider webs now generate on caves
-fixed glowcap drops when destroyed
-fixed crash with craftguide
-added iceshrooms-added many config options
-added a quick and dirty fix to prevent stalagtites generation on trees (should work with mod trees as long as they've declared their block materials right). It will be properly implemented once the block black list has been coded
v0.1
-re-wrote the mod for 1.4.2
-added vines generation on jungle caves
-added glowing mushrooms
-added sandstone stalactites/stalagmites-stalagmites might hurt entities that fall on them
A note on the configs:
've set the default config to be pretty low so it won't impact much your FPS while generating new chunks, i encourage you to mess around with the configs untill you find the balance you like but beware that the higher you set the "times per chunck" option the bigger the impact on your fps when exploring new areas.
Suggestions and ideas:
If you have any suggestions or ideas for things that would fit well in this mod or things that i should change, please post them here, I'm always looking for new inspiration.
About modpacks:
I don't mind my mod being part of a modpack as long as you don't use adf.ly (or the likes) for your modpack downloads, gives proper credits to the authors and have permission from them and has a link back to the mod page.
I like the Glowing mushrooms (ㆆᴗㆆ)
keep up the good job
Lady E
while testing i noticed that mountainous biomes appear to be much sparsely populated by my mod simply because there is a much larger volume to populate, so I'm pondering adding a couple of special "times per chunck" options to the config related to specific biome types.
I would also like some ideas as to how the glowing mushrooms should generate, it has been suggested to generate them a little in all biomes but make them more numerous on humid biomes, what do you think?
I am a representative of VudooHosting
yeah, those names were more for testing, I'll change them in the next version.
EDIT:
idk if you have seen it yet but,
EDIT2:
also would it be possible to get a 64x64 version of the textures, it looks very strange with misa's texture pack.
Link Removed
if you would not mind doing me a favor and pressing that little + button? thanks!
Also, we had generation of the Stalactite's and what not in mystcraft worlds spawning on inappropriate blocks like leaves and grass. There were water fonts coming out of trees.
Lady E
New to forums too. Dunno how to even put as spoilers...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Aaron\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-08_20.14.29-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 818fcebb --------
Generated 11/8/12 8:14 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 358448784 bytes (341 MB) / 525467648 bytes (501 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 23 mods loaded, 23 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_RecipeBook [mod_RecipeBook] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
ComputerCraft [ComputerCraft] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures] (DrZharks MoCreatures Mod v4.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
eplus [Enchanting Plus] (EnchantingPlus-1.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnhancedPortals [Enhanced Portals] (EnhancedPortals_1.2_Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1.4.2v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_MAtmos_forModLoader [mod_MAtmos_forModLoader] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Gibbing [mod_Gibbing] (MobAmputation1.4.2v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [PortalGun] (portalgun1.4.2v0.2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThePreHistoricMod [The Pre-Historic Mod] (PreHistoricMod - Beta V1.4.0 For MC 1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LAPI [LAPI] (Tropicraft v4.0.3a.zip) Unloaded->Constructed->Pre-initialized->Initialized
TropicraftMod [Tropicraft] (Tropicraft v4.0.3a.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
AIBlock [AIBlock] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
WildCaves3 [Wild Caves 3] (WildCaves 3 v0.1.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_IDResolver [mod_IDResolver] (IDResolver_1.4.2_COREMOD_Update-0.jar) Unloaded->Constructed->Pre-initialized->Initialized
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 560/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.NullPointerException
at uu.<init>(ItemBlock.java:16)
at WildCaves.common.ItemStalactite.<init>(ItemStalactite.java:17)
at WildCaves.common.WildCaves.initBlocks(WildCaves.java:78)
at WildCaves.common.WildCaves.load(WildCaves.java:64)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 44c170b5 ----------
Nice, a spotlight already, I'm flattered, I'll add it to the first post, also he does raise a good point about icicles, they might be too rare by default and he gave me an idea for the desert caves.
About HD textures, i do plan on making some higher resolution ones but that will have to wait a bit because i might change the sprite file some more since i'm adding new features.
about craftguide, if you could provide an error report I'll look in to it.
the stalactites generating weirdly on mystcraft ages i expected, as the ages can vary much from the overworld, not sure how I'm going to tackle that. They showing up on trees is a side effect of the way I'm generating them, currently they can be placed on any solid block so they can generate on blocks added by other mods as well and that is one of the reasons i planned on adding a block and dimension black list on the config, i might just push that feature higher on the to-do list.
to make spoilers just put [ spoiler ] and [ /spoiler ] before and after without the spaces.
that error says that my itemstalctite is causing a null pointer exeption, i might know whats causing that, might even be whats causing the problems with craftguide, i'll look in to it.
one last note, while you can use the mod as it is i don't recommend using it yet on anything other than test worlds as I'm still fixing many bugs and implementing new features, it won't damage your world but you will have to explore new chunks to get the fixed generation and new features.
Maybe spawn its independent from biome but "near Nether" at deep levels only. Then it will be look like Nether affect to Outworld.
i like that idea but I think I'm going to modify it, I'll make them spawn at any height on humid biomes and on all others they'll only spawn deep underground.
thanks for the suggestion.
On a side note, I'm cleaning up and rewriting parts of my generation code to allow for more flexibility and in the process I've already changed a few things, many of the features added to the caves will have a primary and secondary biomes, they'll be much more abundant on the primary and will be found sparingly on the secondaries, for example, the case of the mushrooms that i mentioned above.
I'll upload a new version once I'm done with the changes and taken care of the crash with craftguide.
Wow, many thanks for the compliment, i really appreciate it.
i still have many more things that I'd like to implement to make caves more interesting.
Lady E
Iceshrooms! I'm considering adding patches of ice with these on frozen caves, what do you guys think?
on another note, I've already fixed the crash with craftguide, it was a little derp on my part
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.