New block and item id's: 200,201,203,204,3190 Changeable
Requires: Forge
Works with Opitifne now!
This mod was originally created by I Am David Minecraft, who discontinued it and made it open source. I worked hard to add new things to the mod and enhance those already included.
"How long have you been wandering these caves? You hate all about it. The smell, the monsters but most of all the omnipresent darkness. It has been long since mankind abandoned the surface and ventured deep underground. Now the only things on the surface are dead trees, ruins and monsters. What happened? You don't know. The few you encountered on your journeys don't know. Noone remembers."
Videoreview by HairymanBreast (V.2.27_1)
Videoreview by Jaden (Vox Populi channel) (V.2.25)
Videoreview by Stuboh95 (outflowgamingnetwork) (V.2.0)
Basic info
This mod adds new world type - Caves. Living in these caves is difficult. Resources are limited, ores are scattered and many monsters wait for their prey.
There are also biomes, called zones. The mod currently features four zones, which work as classic biomes from 2.2
Rock zone - this zone resembles regular cave. Ores don't spawn in veins, but as single blocks. They are not limited by height. Remoted sheds and ancient ruins are lying in the deeps and stalactites and stalagmites can be found all around.
Snow zone - dead, snow-covered wasteland. Ores are burried deep in snow(in the same fashion as in rock zones), icicles hang from the ceiling and noone lives here except for monsters haunting this frozen hell. However, adventurer brave enough can find and rob big dungeons with exclusive loot. If he doesn't get killed first, of course.
Jungle zone - Place which most resembles life. Grass covers dirt in higher places of the cave. Giant roots of ancient trees grow here more than anywhere else and long vines hang from the ceiling of the cave. You cannot find any ores here at all. You can sometimes encounter remoted shack.
Tectonic zone - The exact opposite to snow zone in terms of temperature, but maybe even deadlier. There is no escape from the monsters, as ground is covered in hard obsidian.
Structures
Dungeons - Their appearance depends on the zone they are in. In rock zone, walls of dungeons are made of cobblestone. Dungeons found in snow zone have walls made of snow bricks. Jungle dungeons are made of mossy cobblestone.
Big dungeons - These can be found only in snow zone. They are a bit like regular dungeons. However, they are far more dangerous. They contain four spawners randomly chosen from Zombie, Skeleton, Spider and Creeper. Large chest full of valuable loot waits for those who prevail.
Bridges - These can be rarely found in snow zones, leading to distance. You can use them to shorten your travels. But be careful.
Roots - Technically not structures, but still very important. Roots of ancient, dead trees and plants provide the main source of wood. They can be found in two forms:
Dark and brighter tips of roots sticking out of cave walls.
Thick threads leading from top to bottom of the cave.
Remoted sheds - You can sometimes encounter small shack with locket doors and barren windows. These are homes of hermits and other lonely existencies. Sometimes these shacks can be found empty, their owners either out or dead.
Ruined villages - Many people spent their entire lives underground. Many towns were destroyed by monsters. These ruins are now scattered everywhere. Sometimes you encounter few buildings. If you travel deeper, you can find entire abandoned cities, now inhabited with monsters.
Villages - you can very rarely encounter human settlement. However, these settlements are not like the ones that stood on the surface. These have walls for protection and people rarely open their gates. Each village have it's unique name. You can change it's name via command.
Ancient ruins - If you venture deep enough, you can find old remains of unknown ancient civilisations. These ruins are now inhabited only by monsters. If you are brave enough, you can try to find lost treasuries in these ruins or even purge them from monsters. Don't forget these ruins were there for millenia, a lot of corridors could be destroyed or hidden - there can be some rooms that are not connected to the rest of the system.
You can sometimes find them thanks to the air shafts. but beware, they are deep.
Surface - It is now completely dead. Only ruins sometimes found among dead trees and clouds of gas mark that there was life.
Sometimes you can find holes leading underground.
Different waterfalls can be found in every zone.
Lakes have different layout, based on the zone and sometimes even height.
Ravines and vanilla caves now generate in the world too.
Ice caves in snow zone
Blocks, items and recipes
Icicles - Hang from ceiling in snow zone. They can be used to craft ice.
Stalagmites and stalactites - You can destroy them with Pickaxe to obtain shard(chance is 1/3).
Shards - Can be used to create lantern (with Lantern plugin)
Mossy stone(removed) - weaker than stone, if you break it with pickaxe, you have 1/3 chance it will drop mossy stone, otherwise it will drop cobblestone.
Snow bricks - can be crafted from snow blocks. They can also be found in snow zone.
(From left to right in back: icicle, stalagmite, stalactite. In the middle: Mossy stone(removed), Cave lantern(removed), Snow bricks
and Shard in front)
Crafting recipes:
Four blocks of snow can be crafted into four snow bricks
Four icicles can be crafted into block of ice
Icicle and bucket can be crafted into bucket of water
Commands
You can now use some commands added by this mod. These are meant only for Cave world, not Vanilla world. You have to have allowed cheats or be in creative to be able to use them(exactly as vanilla commands)
cw.villagenum - returns number of existing villages in current Cave World
cw.villageinfo - returns number of existing villages in current Cave World, their names, population and location. Note: Villages that are far from you will display their population as 0, or close to 0
cw.villagerename <oldname>,<newname> - renames village with name <oldname> to <newname>. If given village doesn't exist, you will be informed. You can't rename village to name, which already belongs to another village in the world. You must separate <oldname> and <newname> with ,
cw.ruinsnum - returns number of existing ruins in current Cave World
cw.ruinsinfo - returns number of existing ruins in current Cave World, their names, location and if they are purged
Plugins
Mods listed here WILL work alone (without Cavegen), but CaveGen is able to use contents of these mods to add new stuff.
Have you ever thought it would be great to have carryable source of light? Well, now you can make one! This mod adds Lantern.
You can carry it around or simply place it on ground/hang it from ceiling.
Crafting recipe for Lantern using CaveGen mod.
You can also craft it without CaveGen mod using Glowstone dust instead of Glow shard.
It may happen that lantern stops emit light even if you still have it in hand - simply make a few steps and it lights back on.
If you fly with lantern equipped the light will not update as fast as you travel, resulting in occasional spots of light in your trail. These will disappear if you walk over them or you load your world again. They won't cause any trouble.
More videos
I sometimes left a comment on youtube. My username is WHReaper
Videoreview by Joshua (SpiceyWrapGames)
Videoreview/Playthrough by 123sendodo
Videoreview by MistsofMinecraftia
Videoreview byTenboster
Videoreview by Darkeness_dude
Installation
To install Forge, go to C:/Users/Yourusername/AppData/Roming/.minecraft/bin/ and open minecraft.jar with WinRar or something similar. Then drag files from forge archive inside and delete META-INF folder.
To install Cave-Gen mod, go to C:/Users/Yourusername/AppData/Roming/.minecraft/mods/ and unzip the whole archive into this folder. There should be now one archive(do not unzip this one) and folder called CaveGen, which should contain txt file called VillageNames.
If the folder mods is not there, launch Minecraft after installation of Forge once and it should create the folder.
Problems:
This mod does NOT work on server. BUT it works fine via LAN
If you play any world and then you switch to any cave world(and you don't shut the game in between), informations about villages will not load. You need to either shut the game and then start your cave world, or load it twice (i.e. you exit first world, you load cave world, you exit cave world, you load cave world again)
Hints:
You can set the maximum number of villages and ruins that can generate per world in config file. -1 means infinite number of villages. If you set the number to let's say 3, then you play the world and you encounter all 3 villages and later you decide you would want more villages on the map, simply set the number in config file to higher number (let's say 5). Then, if you load the world again, two more villages can generate. Of course the new ones can generate only in parts of your world which weren't yet generated - i.e. where you haven't been yet.
You can turn off greeting and leaving message in villages via config file (change true to false at line called villageMessagesEnabled).
You can edit list of names used for villages. Open you .minecraft directory and go to mods/CaveGen. There is file VillageNames.txt, which contains names for villages. You can add and remove as many names as you wish. Each line is one name. Names can contain spaces. Names CANNOT contain "@" or ",". Each name can be assigned only to one village in game. If you find more villages in game than you have names in VillageNames.txt, game will name them DefaultVillageX, where X corresponds to order in which villages have been generated.
Ores are not dependant on the height and also they don't spawn in veins.
Poorest loot is in chests on the surface. Better is in shacks. Even better is in ruined buildings and dungeons. Best is in big dungeon.
You can get to The End by collecting end portal frame blocks which can be found in chests, building end portal and filling it with eyes of ender.
There are no strongholds or shafts.
Changelog
2.27_5 - Fixed commands
2.27_4 - Fixed bug that prevented plugin functions from working(i.e. latern crafted using shard with lantern mod and coffee plant in jungle zone with cocoacraft)
2.27_3 - Fixed dirty code for saving data
2.27_2 - Recipe adding moved from Lantern mod into CaveGen plugin container
2.27_1 - Fixed bug crashing game when launching vanilla world before playing any cave world
2.27 - New village house - Cattle shed, more stalagmite(8), stalactite (8) and icicle(4) types, stalagmites and stalactites generate more, snow zone is now more icy - ice on ceiling and ice caves, caves and ravines now generate correctly through snow and obsidian in snow and tectonic zone, improved house generation algorithm in villages(special buildings should be now more scattered through the village - there should not be two blacksmiths next to each other), old shed is back, whole system of ruins implemented - similar to villages(names are generated by custom name generator, they generate below level 30, if you destroy all spawners in ruins you will purge the ruins and you recieve some experience), 2 new commands(for ruins), inner changes to generating algorithm - should slightly increase the performance during world generation
2.26_1 - Fixed bug crashing game using LAN
2.26 - Switched from Modloader to Forge, Full and correct LAN support using packets, Plugin container supporting CocoaCraft and Lantern mod, Lantern plugin, lantern can be placed on ground or hung from ceiling, removed Mossy stone, removed Cave Lantern and Lantern (since you can now place Lantern on the ground, the lying lantern now replaces cave lantern in case you install Lantern plugin), mcmod.info file with description and mod icon in Forge mod manager, new village names (now 40 in total!), Villages now shouldn't generate too close (they requre at least 50 blocks wide gap), You need pickaxe to obtain shards
2.25 - Fixed villages count setting via config file, new installation, more roots in jungle zone, villages have unique names chosen from editable list, greeting when entering/leaving village (can be disabled via config file), population check (will not work on far villages), 3 new commands(see Commands tab above), ravines, vanilla caves, big dungeons have roof, you spawn on surface, fixed lighting bug on surface, changed color of the sky, added holes leading from surface underground, added gravel to rock zones, mycelium to jungle zones and thin snow to snow zones, added lantern item, vines can occasionally spawn in rock zone, correct temperatures for biomes (water in snow zone will now freeze), simplification of some parts of mod(could run better if it caused you lag), numerous enhancements for current algorithms
2.2 - full biomes support!, biomes are set as large, new zone - tectonic, bottoms of lakes are biome-specific and sometimes even height-specific, jungle zone is made of grass and dirt, long hanging vines in jungle zone, new village house - Inn, icicles can now hang on ice or snow, new texture for moss stone, fixed block bounds for stalactite, stalagmite and icicle, new crafting recipe(see crafting), moss stones have now 1/3 chance of dropping instead of 1/4, improved checks for main generation algorithm, completely new algorithm for generation of bridges - they won't end in the air + they can lead to both directions, more efficient ore-spawning algorithm, new generating algorithm for spawners, corrected little bug in village generation check
2.1 - waterfalls over lava pools,water pools and frozen water pools(their generation depends on zone), jungle zone now contains more water, Villages! Featuring walls, several buildings and of course villagers, number of villages can be configured in config file (.minecraft/config/mod_CaveWorld.cfg)(the number determines maximum number of villages(-1 means infinity)), hermits in sheds now have real beds, stalactites and stalagmites are now correctly named, generation of structures now can be turned on or off by generate structures button in creation of new world, stalactites,stalagmites and icicles can now be placed only on proper terrain and place(i.e. icicles require block of snow above, stalagmites requre block of stone below...) and they will also drop if you destroy the required block, glow shards have now only 1/3 chance to drop, glow shards have new texture, mushrooms now naturally generate in jungle and rock zone, new types of ruins(in 2.0 there were 4 ruins, now there are 10 in total!) with more hidden chests, several bugfixes and improvements of some algorithms
2.0 - (most significant changes from the last version by I Am David Minecraft) Added small roots sticking out of the wall, surface now looks more dead than unfinished. Completely new structure generating algorithm. New ruins, shacks. Many tweaks in old code. More variety in chest loot. Bridges(they were originally in the code, but they weren't used). Changed the config file to simplier one. You no longer spawn on the surface. Fixed some bugs. Updated for 1.4.4.
Copyright
This document is Copyright of -Reaper- and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
Credits and Special thanks
I Am David Minecraft - for making this great mod and making it open-source
Link to the original thread: http://www.minecraft...ow-open-source/
TechGuy543 - for his tutorials and many advices
123sendodo - new shard texture(slightly edited by me)
Strenghtowns - for his tutorials
This mod looks absolutely brilliant, and I like what you've done with the structures. I'm going to try it out and may come back to say what I think
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Structures are a bit sparse, but there seems to be enough of them around.
Loot might be a bit lite. Took a while to find my first chest and it had 1 leather in it. Subsequent chests have had useful gear though.
There are 3 things I'd like to address so far:
1. Food. Very hard to find food. I've starved to death a few times and/or have not been able to heal. Maybe adding a slightly mutated subterranean cow, pig or chicken would help this?
2. Light! Dang it's dark in there. Can't see anything, it's straining on the eyes and I find myself needing to quit and play another world after 30-40 minutes or so.
3. DIFFICULTY!!! Wow, this MOD is HARD. There are so many mobs I finally gave up and started a game set to "peaceful" just so I could survive more than 5 minutes.
Structures are a bit sparse, but there seems to be enough of them around.
Loot might be a bit lite. Took a while to find my first chest and it had 1 leather in it. Subsequent chests have had useful gear though.
There are 3 things I'd like to address so far:
1. Food. Very hard to find food. I've starved to death a few times and/or have not been able to heal. Maybe adding a slightly mutated subterranean cow, pig or chicken would help this?
2. Light! Dang it's dark in there. Can't see anything, it's straining on the eyes and I find myself needing to quit and play another world after 30-40 minutes or so.
3. DIFFICULTY!!! Wow, this MOD is HARD. There are so many mobs I finally gave up and started a game set to "peaceful" just so I could survive more than 5 minutes.
End Rant
Thanks for your time and effort!
Thanks for the feedback!
To answer to your list
1. I know it is hard to find food. It is supposed to be, but I may add more food to chests for example etc.
2. Yeah, but I have no idea how to change this. Besides, it is supposed to be dark there. Also the stalactites and stalagmites emits some light to prevent complete darkness
3. Also intentioned. You just have to find some food, build good base and light the surrounding area well.
I hope that even though you dislike these things, you enjoyed playing the mod
Okay I've played this mod for a while and...It's awesome. I had a lot of fun try to make my way up from nothing, to cave lanterns, to wood. Finding food is always a [nice] challenge and treasure hunting is fun-however I do wish there were a little more chests to find. I'm really hating this lighting bug, but it's not your fault so don't take any offense to it Anyways, it's also really cool once you've mapped out your territory and you start setting goals:Build a house, light the area up, get glass, improvise lava-lights, build stairs to the surface. I might post some pictures later to show you how far I got (Which also represents how much fun I had!) I also liked how you created new blocks, and implemented them well into your mod;I see other mods like this and the creator gets so excited that they just add a bunch of over-the-top or useless blocks.
Great work, I think the only way you can really make this mod better [aside from more chests, hehe] is if you made a whole pack of new world types. But that's probably not going to happen anytime soon and I don't want to ask for too much. All in all, great work.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Okay I've played this mod for a while and...It's awesome. I had a lot of fun try to make my way up from nothing, to cave lanterns, to wood. Finding food is always a [nice] challenge and treasure hunting is fun-however I do wish there were a little more chests to find. I'm really hating this lighting bug, but it's not your fault so don't take any offense to it Anyways, it's also really cool once you've mapped out your territory and you start setting goals:Build a house, light the area up, get glass, improvise lava-lights, build stairs to the surface. I might post some pictures later to show you how far I got (Which also represents how much fun I had!) I also liked how you created new blocks, and implemented them well into your mod;I see other mods like this and the creator gets so excited that they just add a bunch of over-the-top or useless blocks.
Great work, I think the only way you can really make this mod better [aside from more chests, hehe] is if you made a whole pack of new world types. But that's probably not going to happen anytime soon and I don't want to ask for too much. All in all, great work.
He actually took this project up from "I am David Minecraft"... so he didn't add the blocks, David did...
Okay I've played this mod for a while and...It's awesome. I had a lot of fun try to make my way up from nothing, to cave lanterns, to wood. Finding food is always a [nice] challenge and treasure hunting is fun-however I do wish there were a little more chests to find. I'm really hating this lighting bug, but it's not your fault so don't take any offense to it Anyways, it's also really cool once you've mapped out your territory and you start setting goals:Build a house, light the area up, get glass, improvise lava-lights, build stairs to the surface. I might post some pictures later to show you how far I got (Which also represents how much fun I had!) I also liked how you created new blocks, and implemented them well into your mod;I see other mods like this and the creator gets so excited that they just add a bunch of over-the-top or useless blocks.
Great work, I think the only way you can really make this mod better [aside from more chests, hehe] is if you made a whole pack of new world types. But that's probably not going to happen anytime soon and I don't want to ask for too much. All in all, great work.
Thank you! That's good to hear you have fun with it I actually thought about removing some of the new blocks, as I imagine many people would better have it only as new world type, using only the vanilla blocks. Maybe excluding the moss stone(as it is pretty essential in jungle biome and any other block wouldn't look so good in my opinion and icicles, simply because they are cool)
I would like everyone to say what they think about this
If there is one thing I can give you credit for it's that you watch this thread and reply to everyone;many of the mod creators/update-ers just kinda do things hands off. And I don't know about you, but I think you should keep the custom blocks, or maybe create two separate versions-one w/ and one w/o.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Aren't there supposed to be chests in the ruins? I've searched and searched lots of them but didn't find any. Plenty of dirt, plenty of wood, plenty of string, but the only chests I've found were the ones in a dungeon.
(EDIT: I'd like to add that I really like the new blocks. More options for prettifying my house. :3)
(EDIT 2: While living on Rotten Flesh and Spider Eyes is viable at the start, and you can get a fishing rod soon enough, I've also found that the Meat+ mod is a big help because it makes squid drop meat. (Fishing is, like, the most boring part of Minecraft for me.))
New block and item id's: 200,201,203,204,3190 Changeable
Requires: Forge
Works with Opitifne now!
This mod was originally created by I Am David Minecraft, who discontinued it and made it open source. I worked hard to add new things to the mod and enhance those already included.
"How long have you been wandering these caves? You hate all about it. The smell, the monsters but most of all the omnipresent darkness. It has been long since mankind abandoned the surface and ventured deep underground. Now the only things on the surface are dead trees, ruins and monsters. What happened? You don't know. The few you encountered on your journeys don't know. Noone remembers."
Videoreview by HairymanBreast (V.2.27_1)
Videoreview by Jaden (Vox Populi channel) (V.2.25)
Videoreview by Stuboh95 (outflowgamingnetwork) (V.2.0)
Basic info
This mod adds new world type - Caves. Living in these caves is difficult. Resources are limited, ores are scattered and many monsters wait for their prey.
There are also biomes, called zones. The mod currently features four zones, which work as classic biomes from 2.2
Rock zone - this zone resembles regular cave. Ores don't spawn in veins, but as single blocks. They are not limited by height. Remoted sheds and ancient ruins are lying in the deeps and stalactites and stalagmites can be found all around.
Snow zone - dead, snow-covered wasteland. Ores are burried deep in snow(in the same fashion as in rock zones), icicles hang from the ceiling and noone lives here except for monsters haunting this frozen hell. However, adventurer brave enough can find and rob big dungeons with exclusive loot. If he doesn't get killed first, of course.
Jungle zone - Place which most resembles life. Grass covers dirt in higher places of the cave. Giant roots of ancient trees grow here more than anywhere else and long vines hang from the ceiling of the cave. You cannot find any ores here at all. You can sometimes encounter remoted shack.
Tectonic zone - The exact opposite to snow zone in terms of temperature, but maybe even deadlier. There is no escape from the monsters, as ground is covered in hard obsidian.
Structures
Dungeons - Their appearance depends on the zone they are in. In rock zone, walls of dungeons are made of cobblestone. Dungeons found in snow zone have walls made of snow bricks. Jungle dungeons are made of mossy cobblestone.
Big dungeons - These can be found only in snow zone. They are a bit like regular dungeons. However, they are far more dangerous. They contain four spawners randomly chosen from Zombie, Skeleton, Spider and Creeper. Large chest full of valuable loot waits for those who prevail.
Bridges - These can be rarely found in snow zones, leading to distance. You can use them to shorten your travels. But be careful.
Roots - Technically not structures, but still very important. Roots of ancient, dead trees and plants provide the main source of wood. They can be found in two forms:
Dark and brighter tips of roots sticking out of cave walls.
Thick threads leading from top to bottom of the cave.
Remoted sheds - You can sometimes encounter small shack with locket doors and barren windows. These are homes of hermits and other lonely existencies. Sometimes these shacks can be found empty, their owners either out or dead.
Ruined villages - Many people spent their entire lives underground. Many towns were destroyed by monsters. These ruins are now scattered everywhere. Sometimes you encounter few buildings. If you travel deeper, you can find entire abandoned cities, now inhabited with monsters.
Villages - you can very rarely encounter human settlement. However, these settlements are not like the ones that stood on the surface. These have walls for protection and people rarely open their gates. Each village have it's unique name. You can change it's name via command.
Ancient ruins - If you venture deep enough, you can find old remains of unknown ancient civilisations. These ruins are now inhabited only by monsters. If you are brave enough, you can try to find lost treasuries in these ruins or even purge them from monsters. Don't forget these ruins were there for millenia, a lot of corridors could be destroyed or hidden - there can be some rooms that are not connected to the rest of the system.
You can sometimes find them thanks to the air shafts. but beware, they are deep.
Surface - It is now completely dead. Only ruins sometimes found among dead trees and clouds of gas mark that there was life.
Sometimes you can find holes leading underground.
Different waterfalls can be found in every zone.
Lakes have different layout, based on the zone and sometimes even height.
Ravines and vanilla caves now generate in the world too.
Ice caves in snow zone
Blocks, items and recipes
Icicles - Hang from ceiling in snow zone. They can be used to craft ice.
Stalagmites and stalactites - You can destroy them with Pickaxe to obtain shard(chance is 1/3).
Shards - Can be used to create lantern (with Lantern plugin)
Mossy stone(removed) - weaker than stone, if you break it with pickaxe, you have 1/3 chance it will drop mossy stone, otherwise it will drop cobblestone.
Snow bricks - can be crafted from snow blocks. They can also be found in snow zone.
(From left to right in back: icicle, stalagmite, stalactite. In the middle: Mossy stone(removed), Cave lantern(removed), Snow bricks
and Shard in front)
Crafting recipes:
Four blocks of snow can be crafted into four snow bricks
Four icicles can be crafted into block of ice
Icicle and bucket can be crafted into bucket of water
Commands
You can now use some commands added by this mod. These are meant only for Cave world, not Vanilla world. You have to have allowed cheats or be in creative to be able to use them(exactly as vanilla commands)
cw.villagenum - returns number of existing villages in current Cave World
cw.villageinfo - returns number of existing villages in current Cave World, their names, population and location. Note: Villages that are far from you will display their population as 0, or close to 0
cw.villagerename <oldname>,<newname> - renames village with name <oldname> to <newname>. If given village doesn't exist, you will be informed. You can't rename village to name, which already belongs to another village in the world. You must separate <oldname> and <newname> with ,
cw.ruinsnum - returns number of existing ruins in current Cave World
cw.ruinsinfo - returns number of existing ruins in current Cave World, their names, location and if they are purged
Plugins
Mods listed here WILL work alone (without Cavegen), but CaveGen is able to use contents of these mods to add new stuff.
CocoaCraft
Requires: Forge
Gamemodes: SSP, LAN, SMP
Link to full thread:http://www.minecraft...ilkcocoacoffee/
If used with CaveGen, you can rarely found coffee plants growing in Jungle zone. Their rarity is derived from rarity set in Cocoacraft config file.
Lantern mod
Requires: ModLoader
Gamemodes: SSP, LAN
Link to full thread: http://www.minecraft...arryable-light/
Have you ever thought it would be great to have carryable source of light? Well, now you can make one! This mod adds Lantern.
You can carry it around or simply place it on ground/hang it from ceiling.
Crafting recipe for Lantern using CaveGen mod.
You can also craft it without CaveGen mod using Glowstone dust instead of Glow shard.
It may happen that lantern stops emit light even if you still have it in hand - simply make a few steps and it lights back on.
If you fly with lantern equipped the light will not update as fast as you travel, resulting in occasional spots of light in your trail. These will disappear if you walk over them or you load your world again. They won't cause any trouble.
More videos
I sometimes left a comment on youtube. My username is WHReaper
Videoreview by Joshua (SpiceyWrapGames)
Videoreview/Playthrough by 123sendodo
Videoreview by MistsofMinecraftia
Videoreview byTenboster
Videoreview by Darkeness_dude
Installation
To install Forge, go to C:/Users/Yourusername/AppData/Roming/.minecraft/bin/ and open minecraft.jar with WinRar or something similar. Then drag files from forge archive inside and delete META-INF folder.
To install Cave-Gen mod, go to C:/Users/Yourusername/AppData/Roming/.minecraft/mods/ and unzip the whole archive into this folder. There should be now one archive(do not unzip this one) and folder called CaveGen, which should contain txt file called VillageNames.
If the folder mods is not there, launch Minecraft after installation of Forge once and it should create the folder.
Download
[1.6.4]
Cave-Gen 2.27_5 - http://adf.ly/Xinty
Hints and bugs
Problems:
This mod does NOT work on server. BUT it works fine via LAN
If you play any world and then you switch to any cave world(and you don't shut the game in between), informations about villages will not load. You need to either shut the game and then start your cave world, or load it twice (i.e. you exit first world, you load cave world, you exit cave world, you load cave world again)
Hints:
You can set the maximum number of villages and ruins that can generate per world in config file. -1 means infinite number of villages. If you set the number to let's say 3, then you play the world and you encounter all 3 villages and later you decide you would want more villages on the map, simply set the number in config file to higher number (let's say 5). Then, if you load the world again, two more villages can generate. Of course the new ones can generate only in parts of your world which weren't yet generated - i.e. where you haven't been yet.
You can turn off greeting and leaving message in villages via config file (change true to false at line called villageMessagesEnabled).
You can edit list of names used for villages. Open you .minecraft directory and go to mods/CaveGen. There is file VillageNames.txt, which contains names for villages. You can add and remove as many names as you wish. Each line is one name. Names can contain spaces. Names CANNOT contain "@" or ",". Each name can be assigned only to one village in game. If you find more villages in game than you have names in VillageNames.txt, game will name them DefaultVillageX, where X corresponds to order in which villages have been generated.
Ores are not dependant on the height and also they don't spawn in veins.
Poorest loot is in chests on the surface. Better is in shacks. Even better is in ruined buildings and dungeons. Best is in big dungeon.
You can get to The End by collecting end portal frame blocks which can be found in chests, building end portal and filling it with eyes of ender.
There are no strongholds or shafts.
Changelog
2.27_5 - Fixed commands
2.27_4 - Fixed bug that prevented plugin functions from working(i.e. latern crafted using shard with lantern mod and coffee plant in jungle zone with cocoacraft)
2.27_3 - Fixed dirty code for saving data
2.27_2 - Recipe adding moved from Lantern mod into CaveGen plugin container
2.27_1 - Fixed bug crashing game when launching vanilla world before playing any cave world
2.27 - New village house - Cattle shed, more stalagmite(8), stalactite (8) and icicle(4) types, stalagmites and stalactites generate more, snow zone is now more icy - ice on ceiling and ice caves, caves and ravines now generate correctly through snow and obsidian in snow and tectonic zone, improved house generation algorithm in villages(special buildings should be now more scattered through the village - there should not be two blacksmiths next to each other), old shed is back, whole system of ruins implemented - similar to villages(names are generated by custom name generator, they generate below level 30, if you destroy all spawners in ruins you will purge the ruins and you recieve some experience), 2 new commands(for ruins), inner changes to generating algorithm - should slightly increase the performance during world generation
2.26_1 - Fixed bug crashing game using LAN
2.26 - Switched from Modloader to Forge, Full and correct LAN support using packets, Plugin container supporting CocoaCraft and Lantern mod, Lantern plugin, lantern can be placed on ground or hung from ceiling, removed Mossy stone, removed Cave Lantern and Lantern (since you can now place Lantern on the ground, the lying lantern now replaces cave lantern in case you install Lantern plugin), mcmod.info file with description and mod icon in Forge mod manager, new village names (now 40 in total!), Villages now shouldn't generate too close (they requre at least 50 blocks wide gap), You need pickaxe to obtain shards
2.25 - Fixed villages count setting via config file, new installation, more roots in jungle zone, villages have unique names chosen from editable list, greeting when entering/leaving village (can be disabled via config file), population check (will not work on far villages), 3 new commands(see Commands tab above), ravines, vanilla caves, big dungeons have roof, you spawn on surface, fixed lighting bug on surface, changed color of the sky, added holes leading from surface underground, added gravel to rock zones, mycelium to jungle zones and thin snow to snow zones, added lantern item, vines can occasionally spawn in rock zone, correct temperatures for biomes (water in snow zone will now freeze), simplification of some parts of mod(could run better if it caused you lag), numerous enhancements for current algorithms
2.2 - full biomes support!, biomes are set as large, new zone - tectonic, bottoms of lakes are biome-specific and sometimes even height-specific, jungle zone is made of grass and dirt, long hanging vines in jungle zone, new village house - Inn, icicles can now hang on ice or snow, new texture for moss stone, fixed block bounds for stalactite, stalagmite and icicle, new crafting recipe(see crafting), moss stones have now 1/3 chance of dropping instead of 1/4, improved checks for main generation algorithm, completely new algorithm for generation of bridges - they won't end in the air + they can lead to both directions, more efficient ore-spawning algorithm, new generating algorithm for spawners, corrected little bug in village generation check
2.1 - waterfalls over lava pools,water pools and frozen water pools(their generation depends on zone), jungle zone now contains more water, Villages! Featuring walls, several buildings and of course villagers, number of villages can be configured in config file (.minecraft/config/mod_CaveWorld.cfg)(the number determines maximum number of villages(-1 means infinity)), hermits in sheds now have real beds, stalactites and stalagmites are now correctly named, generation of structures now can be turned on or off by generate structures button in creation of new world, stalactites,stalagmites and icicles can now be placed only on proper terrain and place(i.e. icicles require block of snow above, stalagmites requre block of stone below...) and they will also drop if you destroy the required block, glow shards have now only 1/3 chance to drop, glow shards have new texture, mushrooms now naturally generate in jungle and rock zone, new types of ruins(in 2.0 there were 4 ruins, now there are 10 in total!) with more hidden chests, several bugfixes and improvements of some algorithms
2.0 - (most significant changes from the last version by I Am David Minecraft) Added small roots sticking out of the wall, surface now looks more dead than unfinished. Completely new structure generating algorithm. New ruins, shacks. Many tweaks in old code. More variety in chest loot. Bridges(they were originally in the code, but they weren't used). Changed the config file to simplier one. You no longer spawn on the surface. Fixed some bugs. Updated for 1.4.4.
Copyright
This document is Copyright of -Reaper- and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
Old versions
[1.6.4]
Cave-Gen 2.27_4 - http://adf.ly/XiCOV
[1.6.2]
Cave-Gen 2.27_4 - http://adf.ly/UHBtE
Cave-Gen 2.27_3 - http://adf.ly/SIXA7
[1.5.2]
Cave-Gen 2.27_3 - http://adf.ly/OuK4b
[1.5.1]
Cave-Gen 2.27_3 - http://adf.ly/LTO57
Cave-Gen 2.27_2 - http://adf.ly/LTGQU
[1.5]
Cave-Gen 2.27_1 - http://adf.ly/L80Db
[1.4.6/1.4.7]
Cave-Gen 2.27_1 - http://adf.ly/KhpW9
Cave-Gen 2.27 - http://adf.ly/KNrpU
Cave-Gen 2.26_1 - http://adf.ly/HnFJd
Cave-Gen 2.26 - http://adf.ly/HQtPg
Cave-Gen 2.25 - http://adf.ly/GTjxm
[1.4.5]
Cave-Gen 2.2 - http://adf.ly/FzBrR
Cave-Gen 2.1 - http://www.mediafire...2159m0p5r3qo53u
CaveGen 2.0 - http://www.mediafire...pfa9a1g555nmwru
[1.4.4]
CaveGen 2.0 - http://www.mediafire...0okc2h887495a54
Credits and Special thanks
I Am David Minecraft - for making this great mod and making it open-source
Link to the original thread: http://www.minecraft...ow-open-source/
TechGuy543 - for his tutorials and many advices
123sendodo - new shard texture(slightly edited by me)
Strenghtowns - for his tutorials
Other mods
http://www.minecraft...water-pipe-mod/
http://www.minecraft...amic-mazes-095/
http://www.minecraft...oacraft-10-ssp/
Lantern mod
http://www.minecraft...-dynamic-light/
Support Banners
(by 123sendodo)
(by Bockwurst)
If you like the mod, hit the + button in right bottom of this post
If you experience any problems or you have some ideas just leave a comment
[represent]
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Is this not compatible with forge? Im having a error occur repeatedly when I have this mod installed along with ForgeNevermind. I have fixed whatever issue I had.
Thanks! I hope you enjoy it
Hehe I am glad you like it
Thanks! I added the video to the main post
Btw. you can obtain shards by destroying stalactites and stalagmites and use them to create the lanterns
Everyone please post your thoughts, mainly about the questions I mentioned at the bottom of the main post
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
You're quick, Thanks for that (it will cut down on the "it doesn't work with 1.4.5" posts)
And also for the installation video. Once you upload it, please post it here
EDIT: Btw. what you think about the description? Should I make it more formal, or keep it... umm.. story oriented?
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Feedback:
Structures are a bit sparse, but there seems to be enough of them around.
Loot might be a bit lite. Took a while to find my first chest and it had 1 leather in it. Subsequent chests have had useful gear though.
There are 3 things I'd like to address so far:
1. Food. Very hard to find food. I've starved to death a few times and/or have not been able to heal. Maybe adding a slightly mutated subterranean cow, pig or chicken would help this?
2. Light! Dang it's dark in there. Can't see anything, it's straining on the eyes and I find myself needing to quit and play another world after 30-40 minutes or so.
3. DIFFICULTY!!! Wow, this MOD is HARD. There are so many mobs I finally gave up and started a game set to "peaceful" just so I could survive more than 5 minutes.
End Rant
Thanks for your time and effort!
Thanks! Sure, after you try it, post here what you think
Thanks for the feedback!
To answer to your list
1. I know it is hard to find food. It is supposed to be, but I may add more food to chests for example etc.
2. Yeah, but I have no idea how to change this. Besides, it is supposed to be dark there. Also the stalactites and stalagmites emits some light to prevent complete darkness
3. Also intentioned. You just have to find some food, build good base and light the surrounding area well.
I hope that even though you dislike these things, you enjoyed playing the mod
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Thanks! I added the video to the main post
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Anyway keep up the good work, im sure one day they fix it and then i can enjoy this mod
Great work, I think the only way you can really make this mod better [aside from more chests, hehe] is if you made a whole pack of new world types. But that's probably not going to happen anytime soon and I don't want to ask for too much. All in all, great work.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
He actually took this project up from "I am David Minecraft"... so he didn't add the blocks, David did...
That's too bad to hear. Anyway, you spent most time in underground. But I understand you I also hope they fix it.
Thank you! That's good to hear you have fun with it I actually thought about removing some of the new blocks, as I imagine many people would better have it only as new world type, using only the vanilla blocks. Maybe excluding the moss stone(as it is pretty essential in jungle biome and any other block wouldn't look so good in my opinion and icicles, simply because they are cool)
I would like everyone to say what they think about this
That is true and I wouldn't dare to say otherwise
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
(EDIT: I'd like to add that I really like the new blocks. More options for prettifying my house. :3)
(EDIT 2: While living on Rotten Flesh and Spider Eyes is viable at the start, and you can get a fishing rod soon enough, I've also found that the Meat+ mod is a big help because it makes squid drop meat. (Fishing is, like, the most boring part of Minecraft for me.))