The mod I’ve been developing recently would add an extensive list of features to the game - randomly-generated dungeons in the form of huge pyramids and sprawling crypts, among other structures; many new rocks and ores to add more depth to spelunking and mining; new trees, flowers, and other plants to furnish a more realistic, wild-looking environment; and plenty of new building materials and decorative blocks to expand the player’s possibilities in architecture and interior design. Scroll down for screenshots and a full list of features.
Here is a video of a crypt dungeon (still a work-in-progress):
A video of a pyramid dungeon (taken during 1.6.6., which explains the old cobble texture – sorry about the moderately bad quality/no sound):
Screenshots (more to come)
A prototype of crypts:
A sarcophagus inside a crypt:
A prototype of catacombs that I made a while ago:
A limestone cavern:
I’ll start out by explaining the dungeons. Their structures will be randomly generated; each particular type of dungeon will be generated under the same basic guidelines, but their actual structures will always differ; they will also possess their own unique combination of loot, guardian mobs, and relics. In this mod, a relic is an antique - usually some sort of valuable pottery or similar object - that is found within the dungeons, either on display or hidden within a chest or trunk; the objective is to collect all the different types of relics, which, considering the rarity of each dungeon, would be quite an accomplishment.
Dungeons commonly contain trunks, or locked chests. In order to access these trunks, the player must obtain the appropriate key for the type of trunk he or she wishes to open; collecting keys to open trunks is an ongoing process, as some trunks will contain no keys, whereas some will contain several – meaning that there may not always be enough keys in a single dungeon to open all the trunks. There are five different varieties of trunks and keys (ordered by value of loot) – wooden, stone, iron, gold, and diamond; obviously this arrangement echoes the tiers of tools. Naturally, the type of key which the player must use corresponds with the type of trunk that he or she is trying to open; wooden keys must be used to open wooden trunks, diamond keys must be used for diamond trunks, etc. Each level of key is obtainable in the level of trunk (or chest) immediately below the key’s level - meaning that regular chests contain wooden keys, wooden trunks contain stone keys, and so on. The trunks can contain normal loot, relics, or both.
The other parts of the mod primarily add to the diversity of your Minecraft world. You can descend into a vast limestone cavern via a dangling rope, slice your way through dense jungles of soft moss, tangling vines, and beautiful orchids, and build a giant palace of marble and decorate it with a nice collection of furnishings. The features of this mod are fairly intertwined with each other; crafting a lot of the architectural features depends on harvesting the new natural resources, and the structures and furnishings of the dungeons depend on many of the new architectural features. This will make, in my opinion, for a fuller experience when playing it.
Full List of Finished/Potential Features
Note: A moderately large portion of these features have already been completed, but many of them are only speculative and are subject to change.
Randomly-Generated Ruins/Dungeons
Relics - Valuable antiques that are found throughout the many types of dungeons, both out in the open and within chests and trunks; they can come in the form of vases, urns, goblets, sculptures, or similar items; some are much rarer and more valuable than others; collecting all relics is the ultimate goal behind exploring the dungeons.
Pyramids - Explained in video.
Forts - Contain many towers and high walls; protected by skeletons; their loot mostly consists of armor and weapons.
Crypts - Vast underground dungeons that hold jewels and other valuables; protected by mummies and zombies.
Catacombs - Smaller, eerier versions of crypts that mainly house large quantities of bones.
Outposts -Small buildings formerly used by armies and travelers; in addition to some limited armor and weaponry, they may contain maps, boats, fishing rods, compasses, and other useful items.
Castles, Palaces, and Temples -Large, grand buildings with complex structures and the most valuable loot.
Trunks - Locked chests that are accessible with keys; they come in five varieties (wooden, stone, iron, gold, and diamond) - basically, the higher the trunk’s level, the better loot it contains.
Keys - Used to open trunks; wooden keys can be found in chests, stone keys can be found in wooden trunks, iron keys can be found in stone trunks, etc.
Mummies - A hostile humanoid mob that is only found in the new dungeons; they move more slowly than zombies but wield a more brutal attack; they damage one and a half hearts on Easy, three on Normal, and four and a half on Hard; they drop random minerals, gold, and bones.
Sarcophagi - A mob spawner that spawns mummies; I have further plans for this block later on.
Spider Nest - A spider spawner, usually surrounded by web blocks; slightly smaller than a normal block (same size as cacti); I might make this placeable so that it has more of a purpose.
New Rocks, Minerals, and Ores
Limestone - A common stone block with a smooth appearance; good building material; can be mined directly without having to smelt; craftable into column and capital blocks (see below).
Basalt - A hard, charcoal-gray rock that generates in large deposits on the sea floor; drops setts, a smoother alternative to cobblestone.
Marble - An excellent construction block; like limestone, it can be crafted into columns and capitals.
Gypsum Ore - Used to craft plaster, stucco, and possibly ceramic tiles and porcelain.
Quartz Ore - Another component of ceramics; can also be used to craft crystal blocks.
Amethyst Ore - A natural source of purple dye; also used in golden chandeliers.
Jade Ore - A natural source of lime green dye.
Turquoise Ore - A natural source of cyan dye; also used in iron chandeliers.
Pumice - A very lightweight block that floats in water and lava; in this mod, pumice will generate instead of cobblestone when moving lava collides with water, making it farmable.
Salt Block - Acts as a mob spawner for sheep, cows, and pigs (due to their attraction to salt).
Granite - Another good decorative block; generates near lava.
Because this mod introduces several common, basic types of rocks to the game (and for the sake of realism), traditional stone will now be regarded as feldspar, a rock that makes up sixty percent of the earth’s crust.
Other Naturally-Occurring Blocks
Seaweed - Can be crafted into gelatin (technically called “carrageenan” when taken from seaweed), a thickening agent used when crafting paint.
Algae - Also craftable into gelatin; generates in swamp biomes.
Beehives - Generates among leaf blocks; they can be crafted into four units of wax.
Blueberry bush - A fairly rare forest-dwelling plant; when right clicked with a basket, they will give you a basket of blueberries, which heals three hearts.
New flowers, including daisies, clover, orchids and water lilies; several of these can be crafted into dyes like magenta or orange.
Lichens, Vines, Moss, and other mostly aesthetic blocks that make the environment more vibrant and realistic.
Trees
Baobab - Huge trees with thick trunks; realistically, the interiors of their trunks contain water; they reside on the savanna.
Willow - Generate in forests, plains, and swamps, always near water; their fronds are used to craft ropes and baskets.
Apple - Their leaves have a chance of dropping apples, which are craftable into pie; found in forests and plains.
Cocoa - Drops cocoa beans; found in rainforests.
Dogwood - Leaves are covered with beautiful white flowers; found in forest biomes.
Cherry (possibly) - Their fruits are collected in baskets; found in forests.
Palm - Grows on sand near water in deserts and rainforests.
I may add different colors of wood and planks depending on the type of tree from which the wood was harvested; in that case, planks from regular trees (oaks) would retain the same yellowish brown color, pines would be orangish brown, birches would be a light yellow, and cherries would be a rich reddish brown. I would probably add mahogany trees in this case, also; they would produce very dark brown planks.
Architectural blocks and related items
Plaster - A smooth, paintable, very explosion-resistant block that is useful in constructing strong interior walls.
Paint/Paintbrushes - Used to paint plaster one of the sixteen available colors.
Wax - Used to craft candles and waxed wood.
Waxed wood - Planks that have been waxed; they are fire-resistant, somewhat darker, and slightly slippery; if wood-eating silverfish are added to the game, waxed wood will be resistant to their incursions.
Wood paneling - A decorative construction block crafted with wax wood.
Candles - Slightly dimmer than torches, but can be placed on glass and other transparent blocks; they are primarily intended for aesthetics.
Candlesticks - These come in golden and iron varieties; they are used to hold candles more properly than setting them directly onto a surface.
Chandeliers - Also available in gold (with amethyst crystals) and iron (with turquoise crystals).
Lanterns - Can be placed under water; are as bright as sunlight.
Tables/Chairs - Decorative furniture blocks that make one’s interiors feel less empty.
Chests of drawers - Similar to regular chests, but can be opened with a block on top of them.
Tile block - Decorative floor block.
Mosaic block - Decorative floor block.
Pottery/Ceramics - A possible addition, although they may become redundant once I’ve added all the relics to collect, quite a few of which will be pottery.
Stucco - A building material intended primarily for exterior walls.
Columns - Decorative building blocks that are slightly thinner than a normal block; they come in limestone, marble, and sandstone varieties.
Capitals - Used as capstones on either end of a column.
Crystal Blocks - A much stronger alternative to glass; it is the transparent equivalent of an iron or diamond block.
Window block - Basically a glass block with four panes and wooden trim.
Setts - A smooth, cobble-like building material, dark bluish gray in color.
New Items
Ropes/Rope Hooks - When a hook is right-clicked with a unit of rope in one’s inventory, it
consumes the rope and sends it cascading down to the surface below;
ropes are a quick, efficient way of traveling to the bottom of a deep cavern or a high cliff.
Chains/Chain Hooks - Unlike ropes, chains are placed one-by-one by right-clicking on a chain hook; they cannot be climbed, but they can be used to “hang” such blocks as chandeliers; also used to craft chainmail armor; they come in gold and iron varieties.
Scythes - Can destroy tall grass more efficiently by removing all blocks of those types within a one-meter radius of the block hit (meaning that up to nine blocks can be harvested with a single click); this is useful for removing unwanted grass more quickly; may also be able to harvest wheat and sugar cane quickly.
Baskets - Used to harvest blueberries and cherries
Ice cream - Minecraft has cake and cookies, so why not pie and ice cream? Ice cream heals one and a half hearts and is stackable up to eight; it is crafted with milk, sugar, a snowball, gelatin, and wheat (for the cone); the crafting recipe gives you four units.
Pie - Similar to cake in that it can be placed as a block and divided. It is slightly healthier, also, healing two hearts per slice. It is crafted with apples, cherries, blueberries, wheat, and sugar.
Banner
Type the following line into your signature:
I do not know when the mod will be finished – it could be a long time from now (meaning no download for now). I’m also not sure about the name; it’s a bit generic and might change at some point. I have posted this information primarily to receive feedback from the community, so any comments, questions, or constructive criticism is appreciated!
zekrom05: Thank you! And thanks for the banner support! :smile.gif:
Tim_Kb: Good idea about adding keys to regular dungeons. Your post actually made me step back and think about the whole system for a while, and I've decided that keys should be made much more common to avoid the tediousness of having to return to already-discovered dungeons to open more trunks. The keys are more symbolic than anything else; the relics are the important objects to find. And thanks for the compliments. :smile.gif:
Here's a couple of screenshots of some ruins I've been working on. They'll be made very different from the 1.8 ruins; I'm planning on making them "village ruins" ultimately. Most will have a small dungeon or two underneath them, like a ruined cellar or tomb; they might have a small temple as well as an old tavern with chests full of food.
A screenshot of a willow tree:
Also, I've mostly completed a boss mob for crypts, except I'm still not sure about the texture I've given him; I'll
upload a video and/or screenshot once I'm satisfied with it.
zekrom05: Thank you! And thanks for the banner support! :smile.gif:
Tim_Kb: Good idea about adding keys to regular dungeons. Your post actually made me step back and think about the whole system for a while, and I've decided that keys should be made much more common to avoid the tediousness of having to return to already-discovered dungeons to open more trunks. The keys are more symbolic than anything else; the relics are the important objects to find. And thanks for the compliments. :smile.gif:
Here's a couple of screenshots of some ruins I've been working on. They'll be made very different from the 1.8 ruins; I'm planning on making them "village ruins" ultimately. Most will have a small dungeon or two underneath them, like a ruined cellar or tomb; they might have a small temple as well as an old tavern with chests full of food.
A screenshot of a willow tree:
Also, I've mostly completed a boss mob for crypts, except I'm still not sure about the texture I've given him; I'll
upload a video and/or screenshot once I'm satisfied with it.
this looks a lot like the commons from the super hostile legendary map....but better
^
That looks very nice! I had a similar idea of what the outposts might look like in my head; I'll use the building in your picture as my initial format, and I might expand it to include a few extra rooms (I'll probably make it so there is a random chance that it generates a second room, and then a smaller chance that it generates a third room, etc.)
As for some news on the mod... I've been starting to utilize some methods to reduce both the number of sprites and block ID's it consumes, so it should be pretty nicely compatible with other mods for a mod of its size and scope. I've also been working on pottery (basically just a bunch of decorative blocks that can be painted different colors.) Each different type of pottery (pots, goblets, vases, bowls, etc.) will have its own special renderer, which I'm also going to use for most of the relics -- meaning they'll look a lot better than the ones you see in the pyramid video.
Anyway, I'll post some screenshots of an outpost once I've gotten the generator for it working.
^
That looks very nice! I had a similar idea of what the outposts might look like in my head; I'll use the building in your picture as my initial format, and I might expand it to include a few extra rooms (I'll probably make it so there is a random chance that it generates a second room, and then a smaller chance that it generates a third room, etc.)
As for some news on the mod... I've been starting to utilize some methods to reduce both the number of sprites and block ID's it consumes, so it should be pretty nicely compatible with other mods for a mod of its size and scope. I've also been working on pottery (basically just a bunch of decorative blocks that can be painted different colors.) Each different type of pottery (pots, goblets, vases, bowls, etc.) will have its own special renderer, which I'm also going to use for most of the relics -- meaning they'll look a lot better than the ones you see in the pyramid video.
Anyway, I'll post some screenshots of an outpost once I've gotten the generator for it working.
Glad you like it :smile.gif:
I could design some other buildings if want me to
Zekrom05: I'm always willing to hear design ideas for any of the buildings, including individual rooms within them.
Tshottz: Thanks! All of the structures in the screenshots are 100% randomly-generated already. In fact, here are some aerial screenshots of some different ruins (Creative Mode is a really great tool for mod-testing!):
I have the outposts generating now, but they're not nearly finished yet, so I'll post some screenshots later. Also,
now that iron bars are in the game, I'll probably add jails to the list of abandoned buildings within ruins. I'm
also planning to make a sort of ghost mob to inhabit them; they won't be hostile, but they will be creepy and may
follow you at a distance (and teleport a lot), so that you may catch one out of the corner of your eye every once
and a while.
Hey, nice idea! This is gonna be awesome! I had an idea for the name: DungeonCraft
If you decide to use it that would be cool! Also could you add pics of the foliage when its ready, please? I have been wanting rainforests for a while. Keep making this great!
Hello everyone! This will be my first mod!
The mod I’ve been developing recently would add an extensive list of features to the game - randomly-generated dungeons in the form of huge pyramids and sprawling crypts, among other structures; many new rocks and ores to add more depth to spelunking and mining; new trees, flowers, and other plants to furnish a more realistic, wild-looking environment; and plenty of new building materials and decorative blocks to expand the player’s possibilities in architecture and interior design. Scroll down for screenshots and a full list of features.
Here is a video of a crypt dungeon (still a work-in-progress):
A video of a pyramid dungeon (taken during 1.6.6., which explains the old cobble texture – sorry about the moderately bad quality/no sound):
Screenshots (more to come)
A prototype of crypts:
A sarcophagus inside a crypt:
A prototype of catacombs that I made a while ago:
A limestone cavern:
I’ll start out by explaining the dungeons. Their structures will be randomly generated; each particular type of dungeon will be generated under the same basic guidelines, but their actual structures will always differ; they will also possess their own unique combination of loot, guardian mobs, and relics. In this mod, a relic is an antique - usually some sort of valuable pottery or similar object - that is found within the dungeons, either on display or hidden within a chest or trunk; the objective is to collect all the different types of relics, which, considering the rarity of each dungeon, would be quite an accomplishment.
Dungeons commonly contain trunks, or locked chests. In order to access these trunks, the player must obtain the appropriate key for the type of trunk he or she wishes to open; collecting keys to open trunks is an ongoing process, as some trunks will contain no keys, whereas some will contain several – meaning that there may not always be enough keys in a single dungeon to open all the trunks. There are five different varieties of trunks and keys (ordered by value of loot) – wooden, stone, iron, gold, and diamond; obviously this arrangement echoes the tiers of tools. Naturally, the type of key which the player must use corresponds with the type of trunk that he or she is trying to open; wooden keys must be used to open wooden trunks, diamond keys must be used for diamond trunks, etc. Each level of key is obtainable in the level of trunk (or chest) immediately below the key’s level - meaning that regular chests contain wooden keys, wooden trunks contain stone keys, and so on. The trunks can contain normal loot, relics, or both.
The other parts of the mod primarily add to the diversity of your Minecraft world. You can descend into a vast limestone cavern via a dangling rope, slice your way through dense jungles of soft moss, tangling vines, and beautiful orchids, and build a giant palace of marble and decorate it with a nice collection of furnishings. The features of this mod are fairly intertwined with each other; crafting a lot of the architectural features depends on harvesting the new natural resources, and the structures and furnishings of the dungeons depend on many of the new architectural features. This will make, in my opinion, for a fuller experience when playing it.
Full List of Finished/Potential Features
Note: A moderately large portion of these features have already been completed, but many of them are only speculative and are subject to change.
Randomly-Generated Ruins/Dungeons
Relics - Valuable antiques that are found throughout the many types of dungeons, both out in the open and within chests and trunks; they can come in the form of vases, urns, goblets, sculptures, or similar items; some are much rarer and more valuable than others; collecting all relics is the ultimate goal behind exploring the dungeons.
Pyramids - Explained in video.
Forts - Contain many towers and high walls; protected by skeletons; their loot mostly consists of armor and weapons.
Crypts - Vast underground dungeons that hold jewels and other valuables; protected by mummies and zombies.
Catacombs - Smaller, eerier versions of crypts that mainly house large quantities of bones.
Outposts -Small buildings formerly used by armies and travelers; in addition to some limited armor and weaponry, they may contain maps, boats, fishing rods, compasses, and other useful items.
Castles, Palaces, and Temples -Large, grand buildings with complex structures and the most valuable loot.
Trunks - Locked chests that are accessible with keys; they come in five varieties (wooden, stone, iron, gold, and diamond) - basically, the higher the trunk’s level, the better loot it contains.
Keys - Used to open trunks; wooden keys can be found in chests, stone keys can be found in wooden trunks, iron keys can be found in stone trunks, etc.
Mummies - A hostile humanoid mob that is only found in the new dungeons; they move more slowly than zombies but wield a more brutal attack; they damage one and a half hearts on Easy, three on Normal, and four and a half on Hard; they drop random minerals, gold, and bones.
Sarcophagi - A mob spawner that spawns mummies; I have further plans for this block later on.
Spider Nest - A spider spawner, usually surrounded by web blocks; slightly smaller than a normal block (same size as cacti); I might make this placeable so that it has more of a purpose.
New Rocks, Minerals, and Ores
Limestone - A common stone block with a smooth appearance; good building material; can be mined directly without having to smelt; craftable into column and capital blocks (see below).
Basalt - A hard, charcoal-gray rock that generates in large deposits on the sea floor; drops setts, a smoother alternative to cobblestone.
Marble - An excellent construction block; like limestone, it can be crafted into columns and capitals.
Gypsum Ore - Used to craft plaster, stucco, and possibly ceramic tiles and porcelain.
Quartz Ore - Another component of ceramics; can also be used to craft crystal blocks.
Amethyst Ore - A natural source of purple dye; also used in golden chandeliers.
Jade Ore - A natural source of lime green dye.
Turquoise Ore - A natural source of cyan dye; also used in iron chandeliers.
Pumice - A very lightweight block that floats in water and lava; in this mod, pumice will generate instead of cobblestone when moving lava collides with water, making it farmable.
Salt Block - Acts as a mob spawner for sheep, cows, and pigs (due to their attraction to salt).
Granite - Another good decorative block; generates near lava.
Because this mod introduces several common, basic types of rocks to the game (and for the sake of realism), traditional stone will now be regarded as feldspar, a rock that makes up sixty percent of the earth’s crust.
Other Naturally-Occurring Blocks
Seaweed - Can be crafted into gelatin (technically called “carrageenan” when taken from seaweed), a thickening agent used when crafting paint.
Algae - Also craftable into gelatin; generates in swamp biomes.
Beehives - Generates among leaf blocks; they can be crafted into four units of wax.
Blueberry bush - A fairly rare forest-dwelling plant; when right clicked with a basket, they will give you a basket of blueberries, which heals three hearts.
New flowers, including daisies, clover, orchids and water lilies; several of these can be crafted into dyes like magenta or orange.
Lichens, Vines, Moss, and other mostly aesthetic blocks that make the environment more vibrant and realistic.
Trees
Baobab - Huge trees with thick trunks; realistically, the interiors of their trunks contain water; they reside on the savanna.
Willow - Generate in forests, plains, and swamps, always near water; their fronds are used to craft ropes and baskets.
Apple - Their leaves have a chance of dropping apples, which are craftable into pie; found in forests and plains.
Cocoa - Drops cocoa beans; found in rainforests.
Dogwood - Leaves are covered with beautiful white flowers; found in forest biomes.
Cherry (possibly) - Their fruits are collected in baskets; found in forests.
Palm - Grows on sand near water in deserts and rainforests.
I may add different colors of wood and planks depending on the type of tree from which the wood was harvested; in that case, planks from regular trees (oaks) would retain the same yellowish brown color, pines would be orangish brown, birches would be a light yellow, and cherries would be a rich reddish brown. I would probably add mahogany trees in this case, also; they would produce very dark brown planks.
Architectural blocks and related items
Plaster - A smooth, paintable, very explosion-resistant block that is useful in constructing strong interior walls.
Paint/Paintbrushes - Used to paint plaster one of the sixteen available colors.
Wax - Used to craft candles and waxed wood.
Waxed wood - Planks that have been waxed; they are fire-resistant, somewhat darker, and slightly slippery; if wood-eating silverfish are added to the game, waxed wood will be resistant to their incursions.
Wood paneling - A decorative construction block crafted with wax wood.
Candles - Slightly dimmer than torches, but can be placed on glass and other transparent blocks; they are primarily intended for aesthetics.
Candlesticks - These come in golden and iron varieties; they are used to hold candles more properly than setting them directly onto a surface.
Chandeliers - Also available in gold (with amethyst crystals) and iron (with turquoise crystals).
Lanterns - Can be placed under water; are as bright as sunlight.
Tables/Chairs - Decorative furniture blocks that make one’s interiors feel less empty.
Chests of drawers - Similar to regular chests, but can be opened with a block on top of them.
Tile block - Decorative floor block.
Mosaic block - Decorative floor block.
Pottery/Ceramics - A possible addition, although they may become redundant once I’ve added all the relics to collect, quite a few of which will be pottery.
Stucco - A building material intended primarily for exterior walls.
Columns - Decorative building blocks that are slightly thinner than a normal block; they come in limestone, marble, and sandstone varieties.
Capitals - Used as capstones on either end of a column.
Crystal Blocks - A much stronger alternative to glass; it is the transparent equivalent of an iron or diamond block.
Window block - Basically a glass block with four panes and wooden trim.
Setts - A smooth, cobble-like building material, dark bluish gray in color.
New Items
Ropes/Rope Hooks - When a hook is right-clicked with a unit of rope in one’s inventory, it
consumes the rope and sends it cascading down to the surface below;
ropes are a quick, efficient way of traveling to the bottom of a deep cavern or a high cliff.
Chains/Chain Hooks - Unlike ropes, chains are placed one-by-one by right-clicking on a chain hook; they cannot be climbed, but they can be used to “hang” such blocks as chandeliers; also used to craft chainmail armor; they come in gold and iron varieties.
Scythes - Can destroy tall grass more efficiently by removing all blocks of those types within a one-meter radius of the block hit (meaning that up to nine blocks can be harvested with a single click); this is useful for removing unwanted grass more quickly; may also be able to harvest wheat and sugar cane quickly.
Baskets - Used to harvest blueberries and cherries
Ice cream - Minecraft has cake and cookies, so why not pie and ice cream? Ice cream heals one and a half hearts and is stackable up to eight; it is crafted with milk, sugar, a snowball, gelatin, and wheat (for the cone); the crafting recipe gives you four units.
Pie - Similar to cake in that it can be placed as a block and divided. It is slightly healthier, also, healing two hearts per slice. It is crafted with apples, cherries, blueberries, wheat, and sugar.
Banner
Type the following line into your signature:
I do not know when the mod will be finished – it could be a long time from now (meaning no download for now). I’m also not sure about the name; it’s a bit generic and might change at some point. I have posted this information primarily to receive feedback from the community, so any comments, questions, or constructive criticism is appreciated!
Thank you! :smile.gif:
Thank you, also!
Just to let everyone know, I've added a new video of crypts and some other stuff to my original post. Make sure to take a look!
Tim_Kb: Good idea about adding keys to regular dungeons. Your post actually made me step back and think about the whole system for a while, and I've decided that keys should be made much more common to avoid the tediousness of having to return to already-discovered dungeons to open more trunks. The keys are more symbolic than anything else; the relics are the important objects to find. And thanks for the compliments. :smile.gif:
Here's a couple of screenshots of some ruins I've been working on. They'll be made very different from the 1.8 ruins; I'm planning on making them "village ruins" ultimately. Most will have a small dungeon or two underneath them, like a ruined cellar or tomb; they might have a small temple as well as an old tavern with chests full of food.
A screenshot of a willow tree:
Also, I've mostly completed a boss mob for crypts, except I'm still not sure about the texture I've given him; I'll
upload a video and/or screenshot once I'm satisfied with it.
this looks a lot like the commons from the super hostile legendary map....but better
the Front
the Inside
Inside the Chest
again just some suggestions if it is not already done
That looks very nice! I had a similar idea of what the outposts might look like in my head; I'll use the building in your picture as my initial format, and I might expand it to include a few extra rooms (I'll probably make it so there is a random chance that it generates a second room, and then a smaller chance that it generates a third room, etc.)
As for some news on the mod... I've been starting to utilize some methods to reduce both the number of sprites and block ID's it consumes, so it should be pretty nicely compatible with other mods for a mod of its size and scope. I've also been working on pottery (basically just a bunch of decorative blocks that can be painted different colors.) Each different type of pottery (pots, goblets, vases, bowls, etc.) will have its own special renderer, which I'm also going to use for most of the relics -- meaning they'll look a lot better than the ones you see in the pyramid video.
Anyway, I'll post some screenshots of an outpost once I've gotten the generator for it working.
Glad you like it :smile.gif:
I could design some other buildings if want me to
Tshottz: Thanks! All of the structures in the screenshots are 100% randomly-generated already. In fact, here are some aerial screenshots of some different ruins (Creative Mode is a really great tool for mod-testing!):
I have the outposts generating now, but they're not nearly finished yet, so I'll post some screenshots later. Also,
now that iron bars are in the game, I'll probably add jails to the list of abandoned buildings within ruins. I'm
also planning to make a sort of ghost mob to inhabit them; they won't be hostile, but they will be creepy and may
follow you at a distance (and teleport a lot), so that you may catch one out of the corner of your eye every once
and a while.
Also, I had considered the scythe as a tool to add to minecraft before too, with the same use. Weird XD
If you decide to use it that would be cool! Also could you add pics of the foliage when its ready, please? I have been wanting rainforests for a while. Keep making this great!