There used to be legends. Legends of places below the previously conceived bottom of the Overworld. Some said that the Bedrock was the end of the line, while others said that it was just a barrier protecting us from what lies below.-DesinitDraco
Deeper Caves has been updated to 1.0.0 for Minecraft 1.7.10!
Deeper Caves has reached 10000 downloads! Thanks for trying my mod, comment if you like it (or if you don't)!
If you find anything missing from the wiki, don't hesitate to edit!
The mod reached 1000 downloads at 4:36:06 PM server time on February 24, 2015.
The mod reached 2000 downloads at 5:18:17 PM server time on April 14, 2015.
The mod reached 3000 downloads at 12:01:53 AM server time on June 30, 2015.
Times not recorded for 4000-6000.
The mod reached 7000 downloads at 4:45:58 PM server time on June 14, 2016.
Notice: Some websites appear to be redistributing my mod. I did not authorize them to do so. The only official copies of my mod are the ones I link to in this thread and http://kpabr.com/mcmods/deepercaves.
Other copies are not authorized and should not be downloaded since some of these sites that redistribute mods are known to put malware in with their "downloads". However, you can be sure that the downloads here are safe.
Ever wanted to explore below the Bedrock? Do pits 200 blocks deep, mazes of caverns, and compressed ores sound interesting to you? If so, you may want to take a look at this mod!
At this point, there are Drop, Maze, Crystal, Compressed, Bedrock Plains, Near Nether, Near Void, Deep World, Darkness, Abandoned Caves, Far Void, Evil, and Final Labyrinth levels. All ore blocks on those levels have been added. However, Ametrine also does not have the mob-attracting effect.
This is the second attempt to make this mod. Before I tried, another user named Koopinatorthegreatest tried to do this. However, after having lots of issues (and using MCreator), he abandoned the project. I took over and began to work on this mod.
Discussion regarding the mod has begun to clog up the suggestion thread. This thread's purpose is to separate discussion about my attempt to make this mod from the suggestion-related discussion.
Ametrine-Tipped Pickaxe:
To get other types of ametrine-tipped pickaxes, replace the iron pickaxe in the recipe with another type of vanilla pickaxe (e.g. stone, diamond).
More coming soon!
Resource blocks are made with 9 resources as usual.
0.1.0 (The Bedrock Plains Update):
Added Sapphire, Aquamarine, Ametrine, and Silver.
Added Drop, Maze, Crystal, Compressed, and Bedrock Plains levels.
Added Ametrine tipped pickaxes.
Added Compressed ores.
0.1.1:
Portals now generate at the top and bottom of layers in layers, not like ores.
Blocks and items now have Ore Dictionary names.
Each layer is now its own biome.
Portals are now unbreakable.
Fixed the following bugs:
Sapphire ore missing texture.
0.1.2:
Fixed the following bugs:
Game crashes on world creation.
0.2.0 (The Near Void Update):
Added Near Nether level.
Added Near Void level.
Replaced portals with y-coordinate checks.
Added Tenebrium ore, ingot, and block.
Improved version checker.
Possibly reduced the lag a bit (not sure by how much, it varies).
Fixed the following bugs:
Lots of lag (maybe).
Version checker displaying future versions as "0.0.0".
0.2.1:
Fixed the following bugs:
Ores not dropping gems.
Hardness of Silver ore being incorrect.
Hardnesses of resource blocks being incorrect.
0.2.2:
Added Final Labyrinth level.
Added Forgotten Gemstone ore, gem, and block.
Added Molten Iron to Bedrock Plains level.
Added Fragmented Bedrock Buckets.
Fixed the following bugs:
Ores not dropping XP.
Compressed ores not dropping themselves when mined with silk touch.
0.3.0:
Added Deep World level.
Added Deep World Zombie
Added Deep World Skeleton
Added Deep World Cave Spider
Added Deep World Creeper
Added craftable Drop portal
Added Dark Stone
Added Abandoned Caves Stone
Added Deep Stone
Added Deep Cobblestone
Added Dark Stone ore variants in Darkness Level
Added Abandoned Caves Stone ore variants in Abandoned Caves level
Added Deep Stone compressed ore variants in Far Void level
Fixed bug that allowed teleporting to the Drop level from all levels
Removed Forge example mod from source
Fixed Molten Iron having no when player is inside it and not damaging the player on contact
0.4.1:
Added Evil level
Added Soul Stone
Added Corrupted Soul Stone
Added Crying Obsidian
Added Profundium Ore in Evil level
Added Profundium Ingot
Added Profundium Dust which fuels furnaces for 1 minute and 40 seconds (10 items)
Added Fragmented Cobblestone to Lava level
Made Fragmented Cobblestone smelt into Cobblestone
Made Fragmented Cobblestone craftable with four Gravel
Dimension and biome IDs are now configurable
Fixed the following bugs:
Fixed Molten Iron not glowing
Fixed version checker not working properly
Fixed incorrect hardness and blast resistance of Supercooled and Heated Obsidian
0.4.2:
Added Mutation level
Added Venenium liquid in Mutation level
Added Deep variants of vanilla ores
Added Forgotten level
Added Evanescite Gem
Added Evanescite Ore
Added Block of Evanescite
Added Forgotten Charm
Added Mutated mob variants
Added Shadow mob
Increased Cave Village gen frequency
Increased experience given by smelting compressed ores
Made Entity IDs configurable
Fixed the following bugs:
Fixed certain ores being impossible to smelt
Fixed buckets not working properly with Molten Iron
Fixed cave village fountain not flowing
Fixed the bottom layers of all levels sending player to top of Maze level
0.5.0 (The Beta Update):
Made vanilla ores appear at all heights (but at 62.6% of vanilla frequency)
Changed Forgotten Charm recipe to use Tenebrium Ingots instead of Silver Ingots
Moved ores into new creative tab
Made Bedrock Plains floor and ceiling height configurable
Changed development phase from alpha to beta
Fixed the following bugs:
Fixed recipe conflict with Extra Utilities
Fixed going up from one level to another not working in some cases
Fixed issue that caused digging down through another mod's dimension to sometimes send you to a Deeper Caves level
Fixed Forgotten level not having Deep Stone variant vanilla ores
1.0.0 (The Texture Update):
Replaced most textures with new textures made by MTX1996
Added Ruby ore and block
Added Compressed and Deep Compressed Sapphire, Aquamarine, Silver, and Ruby ores
Added Rotten Planks and Rusty Iron Bars
Added Silver and Ametrine-tipped Silver Pickaxe, Axe, Shovel, Hoe, and Sword
Added Magma Stone
Addded 13 colors of Crystal blocks to Crystal and Mutation levels
Changed development phase from beta to release
This will be updated shortly with screenshots of the Mutation and Forgotten levels.
Most of the added blocks:
The Drop level:
The Maze level:
The Crystal level:
The Compressed level:
The Bedrock Plains level:
The Near Nether level:
The Lava level:
The Near Void level:
The Deep World level:
The Darkness level (with and without night vision):
The Abandoned Caves level:
The Far Void level:
The Evil level:
The Final Labyrinth level:
More coming soon!
1) Install Minecraft Forge (I developed the mod with 10.13.2.1291, so it is guaranteed to work) 2) Run Minecraft to create a mods folder 3) Place the DeeperCaves-0.4.1-mc-1.7.10.jar file into your mods folder inside your minecraft folder
Note: The mod connects to a server every time you open a world in order to check its version.
The URL the version checker polls also increments a counter every time it is requested, giving me a rudimentary play counter. Note that there is no player data sent: it is purely a count of how many times that URL has been requested.
Note: because of the high amount of liquids in the Drop level, add this to your JVM args: -Xss1024K"
Public Modpack Rules (you have to follow these if you put my mod into your modpack)
Credit me (Valiec2019) as being the mod's developer.
Provide a link to this thread.
If you are doing something that will allow you to make any money off of your modpack (e.g. using adf.ly), whether or not you have been or are about to be actually paid (e.g. adf.ly doesn't pay until you have a lot of downloads I think) ask permission about doing it first and wait for a response before implementing it (you can distribute the modpack without the possibility of making money from it until you get permission or if you don't get permission however).
Note: Donations don't count as "making money", as long as they are completely optional and do not affect the modpack in any way (donations affecting gameplay is an absolute no, ask me if it affects cosmetic stuff).
Another note: You do not need explicit permission if you aren't making money, but still please PM me (if you really don't want to, you don't have to) to tell me that you are using my mod (I just am curious what modpacks it's in), but in this case (just a notice, not a permission request), you do not have to wait for a response before distributing the pack.
Private modpack rules are the same, except you don't need to PM me if you aren't making money off it (though it would still be nice if it's used by a lot of people on a large server).
Modpack suggestions (you don't have to follow these, but in most cases it would improve the gameplay, but if you want to, ignore these)
If you remove a crafting recipe because you want someone to find an item in the world (e.g. in loot chests like in Phicksur's Explorer's Modpack), make sure it can actually be found in said chests. If you made it uncraftable because you want the item to be inaccessible, leave it inaccessible. Thanks for getting me to think of this, Phicksur!
Modpack rules only apply if you actually distribute the pack with Deeper Caves in it. Just clarifying in case I accidentally scared anyone off there by making them think these rules apply just because you are running Deeper Caves with other mods or adding it to your personal copy of a modpack you play.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
This mod will be genius. If you need help with textures, contact me.
Thanks! However, the users in the suggestion thread already made all the textures I'd have trouble making up to the Bedrock Plains level (minus Compressed Lapis, but I think I'll think of a way to do that). I'll ask you if I have texture troubles for a later update.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Yes, it's 1.7.10, because that's what I'm used to working with. You can try it if you really want to, but Beware the Bugs! If you want to know what said bugs are, look at the issues page of the GitHub: https://github.com/Valiec/DeeperCaves/issues
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Yes, it's 1.7.10, because that's what I'm used to working with. You can try it if you really want to, but Beware the Bugs! If you want to know what said bugs are, look at the issues page of the GitHub: https://github.com/Valiec/DeeperCaves/issues
I know how to fix the first bug (less caves with height) that is because caves have an exponential distribution that gets rarer as you go up, due to nesting two random calls in the form of random.nextInt(random.nextInt(120) + 8); the first random() returns a number between 0 and 119, averaging 59.5, which is then passed to a second random() after adding 8, which in turn halves the average again, for an average of 33.25. That is, using the default vanilla distribution places half of all caves below y=33.25 with the greatest concentration between 0-7. You can make them evenly distributed by simply removing one of the randoms; i.e. random.nextInt(127) will give the same range (0-126).
Note also that if you do this you'll probably want to increase their size and/or frequency (the size is set by three nested random calls, meaning the average is only 1/8 with a highly nonlinear distribution weighted towards 0; the default size is 40 (0-39) in 1.6.4 and 15 (0-14) in 1.7, resulting in averages of 4.875 and 1.75); the frequency is set by a random call that sets the size to 0 if it is nonzero, 15 in 1.6.4 and 7 in 1.7, meaning 1/15 and 1/7 of chunks will have an attempted cave system, assuming the size wasn't already 0, as it is so often that in 1.6.4 the actual chance of a cave system is about 1/20.
This results in an average of 0.325 caves per chunk in 1.6.4 and 0.25 caves per chunk in 1.7, with 1.7 having a much more uniform distribution of caves (the size affects their clustering while chance affects their general frequency; for example, setting size to 80 and chance to 30, resulting in the same number of caves overall as 1.6.4, will make caves much more concentrated in cave systems with much larger open areas).
Basically, if you increased the range to the full 0-255 height you'd want to make caves about 8 times more common to get the same density as a normal world has in the lower 33-odd layers, perhaps even omit the lines that set the chance per chunk.
Also, some other values you may want to change:
The following code controls the maximum width of a cave:
This results in an average maximum width of (1.5 + 1.5*) * 2 = 6 blocks, since var19 averages 1.5 with a peaked distribution (similar to the distribution of lapis). There is also an addition 1/10 chance of an additional multiplier being applied to this value, averaging 1.75 as each nextFloat() averages 0.5 and they are multiplied together (basically the same result as nesting nextInt() as with the size and vertical distribution).
*The second 1.5 comes from the actual method that generates a cave, which adds 1.5 to a width value that varies from 0 to the maximum using a sine function; thus the narrowest caves are 3 blocks wide.
Here is a chart showing the distributions in the size of cave systems and width of caves (see blue line, using the defaults for vanilla 1.6.4; note that I included the extra caves associated with circular rooms thus the largest size was greater than expected from the range of 0-39 noted above):
Another thing that can be changed is the length of caves, which is set by the following code in the method that actually generates caves:
"this.range" is set to 8 chunks by default, which means caves get up to 7 chunks (112 blocks) long. Note that if you increase the range it will significantly increase the resources required since the code basically checks a range of +/- this.range from the current chunk so it can follow any caves that generate in that area, which is how it knows if a cave intersects the current chunk, thus 8 chunks means it checks 17x17, 289 chunks. However, you can separate them and since caves aren't straight you can make them much longer than the range without getting cut-off caves; for example, in TheMasterCaver's World I increased the range to 12 chunks (I copied over the range-checking code from MapGenBase and combined them, thus my MapGenCaves is its own single class) and have caves and ravines up to 336 blocks long, triple their normal length (suggesting a range of (336 + 16) / 16 = 22 chunks) and don't get cut-off caves/ravines (I also modified the "curviness" so longer ones, particularly ravines, are curvier).
There is also more that you can change; for example, these are screenshots of a mod I made to change caves using Customized (if with issues due to MCP reobfuscating the code improperly):
I just tested out the mod... and I noticed something odd... Compressed lapis ore block drops... ink sacs? That's funny. I understand it's a WIP, but still. I just thought i'd point that out, as I find it funny.
Actually, I'll turn this post into a little bug tracker of bugs I found... If you don't mind.
Bugs marked with a + means it's most likely a bug
Bugs marked with a = means it's most likely intentional
+Compressed Lapis ore Block drops inc sacs
+Portals are breakable
+Potion effects reset when entering a new layer
+When player is on fire, it is removed when going through layers
+Crystal layer crashes
+Bedrock plains doesn't use fragmented bedrock
=No textures for some Compressed ores (I know you're working on it, but I rather list everything I find)
+Silk touch tools can retrieve portal blocks
=Items bounce on portals and cannot use them
+Jumping onto a return portal while in the overworld will cause glitching, preventing moving and gives major lag
=Other entities seem to ignore portals
=tile.returnPortal.name will return you to the over world, even when multiple layers deep
+Entities treat portal blocks as full blocks and try to use it when pathfinding, resulting in them jumping in and out of it
That's all for now, I know this is a WIP mod in it's extremely early stages, so no rush. Also, I would of done more tests in the layers, but for whatever reason my FPS drops significantly to unplayable states when in them. Even on peaceful and on lowest settings. Although once I reach the over-world, i'm usually fine......
Anyways, I have very little experience with stuff like this, but if you need help with mob/weapon/tool ideas, let me know and maybe I can give you some help.
Rollback Post to RevisionRollBack
I'm still using Windows 7.
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
I just tested out the mod... and I noticed something odd... Compressed lapis ore block drops... ink sacs? That's funny. I understand it's a WIP, but still. I just thought i'd point that out, as I find it funny.
Actually, I'll turn this post into a little bug tracker of bugs I found... If you don't mind.
Bugs marked with a + means it's most likely a bug
Bugs marked with a = means it's most likely intentional
+Compressed Lapis ore Block drops inc sacs
+Portals are breakable
+Potion effects reset when entering a new layer
+When player is on fire, it is removed when going through layers
+Crystal layer crashes
+Bedrock plains doesn't use fragmented bedrock
=No textures for some Compressed ores (I know you're working on it, but I rather list everything I find)
+Silk touch tools can retrieve portal blocks
=Items bounce on portals and cannot use them
+Jumping onto a return portal while in the overworld will cause glitching, preventing moving and gives major lag
=Other entities seem to ignore portals
=tile.returnPortal.name will return you to the over world, even when multiple layers deep
+Entities treat portal blocks as full blocks and try to use it when pathfinding, resulting in them jumping in and out of it
That's all for now, I know this is a WIP mod in it's extremely early stages, so no rush. Also, I would of done more tests in the layers, but for whatever reason my FPS drops significantly to unplayable states when in them. Even on peaceful and on lowest settings. Although once I reach the over-world, i'm usually fine......
Thanks! Here's my progress:
Bugs marked with a √ are fixed
Bugs marked with an X are not fixed
Bugs marked with a * cannot be reproduced clearly (or at all)
Bugs marked with an = are intentional
Bugs marked with an & are small and very hard to fix, and vill be fixed in a later update, if at all
√ Compressed Lapis ore Block drops ink sacs
= Portals are breakable
* Potion effects reset when entering a new layer
* When player is on fire, it is removed when going through layers
* Crystal layer crashes
= Bedrock plains doesn't use fragmented bedrock (Fragmented Bedrock generates somewhat rarely there as an "ore")
= No textures for some Compressed ores (I know you're working on it, but I rather list everything I find)
√ Silk touch tools can retrieve portal blocks
& Items bounce on portals and cannot use them
√ Jumping onto a return portal while in the overworld will cause glitching, preventing moving and gives major lag
& Other entities seem to ignore portals
= tile.returnPortal.name will return you to the over world, even when multiple layers deep
√ (if not actually fixed, &) Entities treat portal blocks as full blocks and try to use it when pathfinding, resulting in them jumping in and out of it
* I would of done more tests in the layers, but for whatever reason my FPS drops significantly to unplayable states when in them. Even on peaceful and on lowest settings.
Also, could someone explain what is going on with issues #1 and #5 here?
Edit: The fixes for the issues DrWeegee123 found are in the compiled download now.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Also, could someone explain what is going on with issues #1 and #5 here?
The issue with the lava falls may be similar to the cave height issue; they are also generated with a nonuniform distribution that places most of them near the bottom of the map, and it appears that instead of using a custom biome decorator you are just using the vanilla one (WorldProviderDrop uses BiomeGenBase.forest as the biome, the chunk provider appears to call the usual biome decorator).
This is the code in BiomeDecorator that generates lava springs; note also that far less than 20 actually generate since the point selected must be just in the wall of a cave, surrounded by stone below and on three sides with air on the fourth side, plus many attempt to generate below y=11 (the calculated average for the values shown is around y=35 for the 50/50 point):
Essentially, the solution is similar to the cave height issue; you can add this to the chunk provider after the call to BiomeDecorator in the populate method (this is the last thing to be placed in BiomeDecorator) and it will generate additional lava springs in addition to those normally generated. Note also that the blocks they generate in must be stone so keep that in mind if you use custom blocks in place of ordinary stone; you could also use your own version of WorldGenLiquids, adding a parameter for the block to generate in, assuming that Forge didn't add one itself.
I also thought that I'd point out that a similar situation occurs for lava lakes (generated in the chunk provider), plus when they generate above y=62 (Overworld sea level) there is only a 1/10 chance of generating, so if you want them to be more common higher up you can change this as well, plus the 1/8 chance they have of generating in a chunk (by comparison, water lakes generate with a uniform distribution over 256 layers and a 1/4 chance; this also explains the chance of 80 (8 * 10) given in Customized for lava lake frequency as they are referring to surface lakes).
First, I did a "dig down" and soon came across a portal which leads to the "Drop Level." After a couple of minutes for loading, the level loaded up and I can safely say that yes, it does work. However, coming back through one of the portals was a different story. It loaded almost immediately, but for some reason I was completely stuck, similar to how you suffocate in sand, and most likely in a different location than where I came down.
I have some pics below, one of which being a "cave chicken" in the Drop Level, which was kind of hilarious.
Also, quick question, can these portals spawn in pre-existing chunks that were loaded before the mod was installed and/or in an older version?
Rollback Post to RevisionRollBack
I'm still using Windows 7.
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
First, I did a "dig down" and soon came across a portal which leads to the "Drop Level." After a couple of minutes for loading, the level loaded up and I can safely say that yes, it does work. However, coming back through one of the portals was a different story. It loaded almost immediately, but for some reason I was completely stuck, similar to how you suffocate in sand, and most likely in a different location than where I came down.
I have some pics below, one of which being a "cave chicken" in the Drop Level, which was kind of hilarious.
Also, quick question, can these portals spawn in pre-existing chunks that were loaded before the mod was installed and/or in an older version?
ye, i bet ya the creator doesnt save last world location xyz coords in the player files. it is a good thing to add NBT tags for "Dimension name: x y z" so that onEnterPortal to (say the deep) "TheDeep: lastCoordX lastCoordY lastCoordZ"
this is just a very rough addition but maybe adding sky layer dimensions as well?
This came from my one post on the original suggestion.
As for items, idk wth to add so maybe you could smooth it out. All i had was the idea of also seeing sky layers too.
As well, (if you want) you dont need portals. you can check their YCoord
if(@yChoord == DIM.World(yCoord(0))
tp player DIM.World
PS: feel free to tweak my idea in any way shape or form.
This is great and all!!! but where is the love in the sky :)?
i'd love to see more done with sky levels.
Here is just some of my suggestions:
So ye, you start with the regular surface layer:
This layer consists of Below sea level, sea level, and above sea level
Pretty straight forward for the ground.
But wait:
Surface level:
The next level apart of the surface level (sub level)
is the hills level. Still pretty explanatory.
The next level up is still apart of the surface level (sub level)
and this is the mountainous level. This consists of tall, jagged mountains that stretch
high and reaching peaks that would normally be hard to traverse.
At this point, you would be way above the clouds.
Mountains will contain methods of getting to the stratosphere:
Stratosphere:
The stratosphere consists of ethereal, tangible clouds that can be mined. Up here, there isn't much other than clouds
but you can get air essence from the clouds to use in some way.
The stratosphere is a dangerous place because it is easy to fall from this height.
After the stratosphere comes the Thermosphere:
Thermosphere:
The Thermosphere is a place that verges to the exosphere.
Up here, gravity is reduced by some amount and your jumps let you jump higher.
The Thermosphere consists of patches of floating tangible cloud dirt and stone.
These patches aren't much but is considerably more than the clouds down in the Stratosphere.
It is also considerably snowy up here and there is ice and snow patches.
After the verge from Thermosphere, you then make your way to the Exosphere.
Exosphere:
The Exosphere is a whole bunch of chaos. Up here, you jump higher than before.
The Exosphere consists of floating islands made of star dust and meteor ore. This area
has a lot of floating land in which you can explore. There are Temples up here. There are also
cherubs and frozen angels up here. Other mobs such as sky whales exist up here too. There are
a few mystical ores up here and multiple other blocks (feel free to add onto my ideas). This land also
has ice and is weathered with snow. Snow up here starts to hurt if you are in it for too long.
After the Exosphere comes space.
Space:
This is the only level where fly is enabled, leaving this layer will cause you to fall to your doom.
Space consists of solid meteors and stars where you can collect sun stone
After space comes the final level, the furthest reaches:
The furthest reaches:
After a while of space travel and going up some more, you make your way to the furthest reaches.
Here, gravity is fine. The terrain consists of ethereal clouds and a high density of floating islands made of hallowed ground and
holy stone. Mobs such as angels, statues, unicorns, bunnies, winged pigs, and Hallowed guardian can be found up here. Holy ore can
be used to make excalibur. Other ores like star fragments can be used to make other neat things. You can also find the heavenly vast temple
up here that can wield some sick loot. The temple also has an egg in the middle of it u can use to summon and kill the sky dragon (or maybe a god). after killing the dragon or god, a teleportation will be set up that u can use to get back down to the surface. Also you can make Hermes Boots with the hallowed ingots and golden feathers which will let you fly in any layer in the Stratosphere and above.
Like i said, feel free to add on i just think the sky needs more love too
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
No problem! I'm glad I was able to try it out.
Also, if you need some help with mob ideas I could help you with those.
I don't think I need mob ideas just yet.
However, I would want help on fixing issue #5 here.
I've tried using the Nether spawning function, but that will only spawn you below layer 128. Does anyone know how to expand it to spawn you around layer 180-200? I've tried, but it just starts spawning you in "caverns" it cuts out of solid stone to spawn the player in.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
However, I would want help on fixing issue #5 here.
I've tried using the Nether spawning function, but that will only spawn you below layer 128. Does anyone know how to expand it to spawn you around layer 180-200? I've tried, but it just starts spawning you in "caverns" it cuts out of solid stone to spawn the player in.
Thanks, but I need help with calculating the spawn. That could help with storing the spawn, but what I need help with is how to calculate it correctly.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
There used to be legends. Legends of places below the previously conceived bottom of the Overworld. Some said that the Bedrock was the end of the line, while others said that it was just a barrier protecting us from what lies below. -DesinitDraco
Deeper Caves has been updated to 1.0.0 for Minecraft 1.7.10!
Deeper Caves has reached 10000 downloads! Thanks for trying my mod, comment if you like it (or if you don't)!
Deeper Caves is on GitHub! The repository is at https://github.com/Valiec/DeeperCaves
This mod can also be downloaded at http://kpabr.com/mcmods/deepercaves/deepercaves_latest.zip.
The mod now has a (currently lacking in content, but still growing) wiki!
For information regarding the mod, go to http://deepercaves.wikia.com/.
If you find anything missing from the wiki, don't hesitate to edit!
The mod reached 1000 downloads at 4:36:06 PM server time on February 24, 2015.
The mod reached 2000 downloads at 5:18:17 PM server time on April 14, 2015.
The mod reached 3000 downloads at 12:01:53 AM server time on June 30, 2015.
Times not recorded for 4000-6000.
The mod reached 7000 downloads at 4:45:58 PM server time on June 14, 2016.
Notice: Some websites appear to be redistributing my mod. I did not authorize them to do so. The only official copies of my mod are the ones I link to in this thread and http://kpabr.com/mcmods/deepercaves.
Other copies are not authorized and should not be downloaded since some of these sites that redistribute mods are known to put malware in with their "downloads". However, you can be sure that the downloads here are safe.
Ever wanted to explore below the Bedrock? Do pits 200 blocks deep, mazes of caverns, and compressed ores sound interesting to you? If so, you may want to take a look at this mod!
At this point, there are Drop, Maze, Crystal, Compressed, Bedrock Plains, Near Nether, Near Void, Deep World, Darkness, Abandoned Caves, Far Void, Evil, and Final Labyrinth levels. All ore blocks on those levels have been added. However, Ametrine also does not have the mob-attracting effect.
Ametrine-Tipped Pickaxe:
To get other types of ametrine-tipped pickaxes, replace the iron pickaxe in the recipe with another type of vanilla pickaxe (e.g. stone, diamond).
More coming soon!
Resource blocks are made with 9 resources as usual.
Added Sapphire, Aquamarine, Ametrine, and Silver.
Added Drop, Maze, Crystal, Compressed, and Bedrock Plains levels.
Added Ametrine tipped pickaxes.
Added Compressed ores.
0.1.1:
Portals now generate at the top and bottom of layers in layers, not like ores.
Blocks and items now have Ore Dictionary names.
Each layer is now its own biome.
Portals are now unbreakable.
Fixed the following bugs:
Sapphire ore missing texture.
0.1.2:
Fixed the following bugs:
Game crashes on world creation.
0.2.0 (The Near Void Update):
Added Near Nether level.
Added Near Void level.
Replaced portals with y-coordinate checks.
Added Tenebrium ore, ingot, and block.
Improved version checker.
Possibly reduced the lag a bit (not sure by how much, it varies).
Fixed the following bugs:
Lots of lag (maybe).
Version checker displaying future versions as "0.0.0".
0.2.1:
Fixed the following bugs:
Ores not dropping gems.
Hardness of Silver ore being incorrect.
Hardnesses of resource blocks being incorrect.
0.2.2:
Added Final Labyrinth level.
Added Forgotten Gemstone ore, gem, and block.
Added Molten Iron to Bedrock Plains level.
Added Fragmented Bedrock Buckets.
Fixed the following bugs:
Ores not dropping XP.
Compressed ores not dropping themselves when mined with silk touch.
0.3.0:
Added Deep World level.
Added Deep World Zombie
Added Deep World Skeleton
Added Deep World Cave Spider
Added Deep World Creeper
Added craftable Drop portal
0.4.0 (The Far Void Update):
Added Lava level
Added Darkness level
Added Abandoned Caves level
Added Far Void level
Added Dark Stone
Added Abandoned Caves Stone
Added Deep Stone
Added Deep Cobblestone
Added Dark Stone ore variants in Darkness Level
Added Abandoned Caves Stone ore variants in Abandoned Caves level
Added Deep Stone compressed ore variants in Far Void level
Added Vesperite Gem
Added Vesperite Block
Added Vesperite Ore in Darkness level
Added Void Charm
Added Barrier Layer bedrock variant
Added Heated Obsidian
Added Supercooled Obsidian
Added Cave Villages in Abandoned Caves level
Readjusted level heights to match suggestion
Reduced Bedrock Plains height to 20 blocks
Tweaked Sapphire Ore texture
Tweaked Near Void cave generation
Fixed the following bugs:
Fixed bug that allowed teleporting to the Drop level from all levels
Removed Forge example mod from source
Fixed Molten Iron having no when player is inside it and not damaging the player on contact
0.4.1:
Added Evil level
Added Soul Stone
Added Corrupted Soul Stone
Added Crying Obsidian
Added Profundium Ore in Evil level
Added Profundium Ingot
Added Profundium Dust which fuels furnaces for 1 minute and 40 seconds (10 items)
Added Fragmented Cobblestone to Lava level
Made Fragmented Cobblestone smelt into Cobblestone
Made Fragmented Cobblestone craftable with four Gravel
Dimension and biome IDs are now configurable
Fixed the following bugs:
Fixed Molten Iron not glowing
Fixed version checker not working properly
Fixed incorrect hardness and blast resistance of Supercooled and Heated Obsidian
0.4.2:
Added Mutation level
Added Venenium liquid in Mutation level
Added Deep variants of vanilla ores
Added Forgotten level
Added Evanescite Gem
Added Evanescite Ore
Added Block of Evanescite
Added Forgotten Charm
Added Mutated mob variants
Added Shadow mob
Increased Cave Village gen frequency
Increased experience given by smelting compressed ores
Made Entity IDs configurable
Fixed the following bugs:
Fixed certain ores being impossible to smelt
Fixed buckets not working properly with Molten Iron
Fixed cave village fountain not flowing
Fixed the bottom layers of all levels sending player to top of Maze level
0.5.0 (The Beta Update):
Made vanilla ores appear at all heights (but at 62.6% of vanilla frequency)
Changed Forgotten Charm recipe to use Tenebrium Ingots instead of Silver Ingots
Moved ores into new creative tab
Made Bedrock Plains floor and ceiling height configurable
Changed development phase from alpha to beta
Fixed the following bugs:
Fixed recipe conflict with Extra Utilities
Fixed going up from one level to another not working in some cases
Fixed issue that caused digging down through another mod's dimension to sometimes send you to a Deeper Caves level
Fixed Forgotten level not having Deep Stone variant vanilla ores
1.0.0 (The Texture Update):
Replaced most textures with new textures made by MTX1996
Added Ruby ore and block
Added Compressed and Deep Compressed Sapphire, Aquamarine, Silver, and Ruby ores
Added Rotten Planks and Rusty Iron Bars
Added Silver and Ametrine-tipped Silver Pickaxe, Axe, Shovel, Hoe, and Sword
Added Magma Stone
Addded 13 colors of Crystal blocks to Crystal and Mutation levels
Changed development phase from beta to release
This will be updated shortly with screenshots of the Mutation and Forgotten levels.
Most of the added blocks:
The Drop level:
The Maze level:
The Crystal level:
The Compressed level:
The Bedrock Plains level:
The Near Nether level:
The Lava level:
The Near Void level:
The Deep World level:
The Darkness level (with and without night vision):
The Abandoned Caves level:
The Far Void level:
The Evil level:
The Final Labyrinth level:
More coming soon!
Note: The mod connects to a server every time you open a world in order to check its version.
The URL the version checker polls also increments a counter every time it is requested, giving me a rudimentary play counter. Note that there is no player data sent: it is purely a count of how many times that URL has been requested.
Note: because of the high amount of liquids in the Drop level, add this to your JVM args: -Xss1024K"
Download Deeper Caves 1.0.0 For Minecraft 1.7.10
Public Modpack Rules (you have to follow these if you put my mod into your modpack)
Note: Donations don't count as "making money", as long as they are completely optional and do not affect the modpack in any way (donations affecting gameplay is an absolute no, ask me if it affects cosmetic stuff).
Another note: You do not need explicit permission if you aren't making money, but still please PM me (if you really don't want to, you don't have to) to tell me that you are using my mod (I just am curious what modpacks it's in), but in this case (just a notice, not a permission request), you do not have to wait for a response before distributing the pack.
Private modpack rules are the same, except you don't need to PM me if you aren't making money off it (though it would still be nice if it's used by a lot of people on a large server).
Modpack suggestions (you don't have to follow these, but in most cases it would improve the gameplay, but if you want to, ignore these)
Modpack rules only apply if you actually distribute the pack with Deeper Caves in it. Just clarifying in case I accidentally scared anyone off there by making them think these rules apply just because you are running Deeper Caves with other mods or adding it to your personal copy of a modpack you play.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Thanks! However, the users in the suggestion thread already made all the textures I'd have trouble making up to the Bedrock Plains level (minus Compressed Lapis, but I think I'll think of a way to do that). I'll ask you if I have texture troubles for a later update.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
I know how to fix the first bug (less caves with height) that is because caves have an exponential distribution that gets rarer as you go up, due to nesting two random calls in the form of random.nextInt(random.nextInt(120) + 8); the first random() returns a number between 0 and 119, averaging 59.5, which is then passed to a second random() after adding 8, which in turn halves the average again, for an average of 33.25. That is, using the default vanilla distribution places half of all caves below y=33.25 with the greatest concentration between 0-7. You can make them evenly distributed by simply removing one of the randoms; i.e. random.nextInt(127) will give the same range (0-126).
Note also that if you do this you'll probably want to increase their size and/or frequency (the size is set by three nested random calls, meaning the average is only 1/8 with a highly nonlinear distribution weighted towards 0; the default size is 40 (0-39) in 1.6.4 and 15 (0-14) in 1.7, resulting in averages of 4.875 and 1.75); the frequency is set by a random call that sets the size to 0 if it is nonzero, 15 in 1.6.4 and 7 in 1.7, meaning 1/15 and 1/7 of chunks will have an attempted cave system, assuming the size wasn't already 0, as it is so often that in 1.6.4 the actual chance of a cave system is about 1/20.
This results in an average of 0.325 caves per chunk in 1.6.4 and 0.25 caves per chunk in 1.7, with 1.7 having a much more uniform distribution of caves (the size affects their clustering while chance affects their general frequency; for example, setting size to 80 and chance to 30, resulting in the same number of caves overall as 1.6.4, will make caves much more concentrated in cave systems with much larger open areas).
Basically, if you increased the range to the full 0-255 height you'd want to make caves about 8 times more common to get the same density as a normal world has in the lower 33-odd layers, perhaps even omit the lines that set the chance per chunk.
Also, some other values you may want to change:
The following code controls the maximum width of a cave:
This results in an average maximum width of (1.5 + 1.5*) * 2 = 6 blocks, since var19 averages 1.5 with a peaked distribution (similar to the distribution of lapis). There is also an addition 1/10 chance of an additional multiplier being applied to this value, averaging 1.75 as each nextFloat() averages 0.5 and they are multiplied together (basically the same result as nesting nextInt() as with the size and vertical distribution).
*The second 1.5 comes from the actual method that generates a cave, which adds 1.5 to a width value that varies from 0 to the maximum using a sine function; thus the narrowest caves are 3 blocks wide.
Here is a chart showing the distributions in the size of cave systems and width of caves (see blue line, using the defaults for vanilla 1.6.4; note that I included the extra caves associated with circular rooms thus the largest size was greater than expected from the range of 0-39 noted above):
Another thing that can be changed is the length of caves, which is set by the following code in the method that actually generates caves:
"this.range" is set to 8 chunks by default, which means caves get up to 7 chunks (112 blocks) long. Note that if you increase the range it will significantly increase the resources required since the code basically checks a range of +/- this.range from the current chunk so it can follow any caves that generate in that area, which is how it knows if a cave intersects the current chunk, thus 8 chunks means it checks 17x17, 289 chunks. However, you can separate them and since caves aren't straight you can make them much longer than the range without getting cut-off caves; for example, in TheMasterCaver's World I increased the range to 12 chunks (I copied over the range-checking code from MapGenBase and combined them, thus my MapGenCaves is its own single class) and have caves and ravines up to 336 blocks long, triple their normal length (suggesting a range of (336 + 16) / 16 = 22 chunks) and don't get cut-off caves/ravines (I also modified the "curviness" so longer ones, particularly ravines, are curvier).
There is also more that you can change; for example, these are screenshots of a mod I made to change caves using Customized (if with issues due to MCP reobfuscating the code improperly):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I just tested out the mod... and I noticed something odd... Compressed lapis ore block drops... ink sacs? That's funny. I understand it's a WIP, but still. I just thought i'd point that out, as I find it funny.Actually, I'll turn this post into a little bug tracker of bugs I found... If you don't mind.
Bugs marked with a + means it's most likely a bug
Bugs marked with a = means it's most likely intentional
+Compressed Lapis ore Block drops inc sacs
+Portals are breakable
+Potion effects reset when entering a new layer
+When player is on fire, it is removed when going through layers
+Crystal layer crashes
+Bedrock plains doesn't use fragmented bedrock
=No textures for some Compressed ores (I know you're working on it, but I rather list everything I find)
+Silk touch tools can retrieve portal blocks
=Items bounce on portals and cannot use them
+Jumping onto a return portal while in the overworld will cause glitching, preventing moving and gives major lag
=Other entities seem to ignore portals
=tile.returnPortal.name will return you to the over world, even when multiple layers deep
+Entities treat portal blocks as full blocks and try to use it when pathfinding, resulting in them jumping in and out of it
Anyways, I have very little experience with stuff like this, but if you need help with mob/weapon/tool ideas, let me know and maybe I can give you some help.
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
Irony in the first degree.
Thanks! Here's my progress:
Bugs marked with an X are not fixed
Bugs marked with a * cannot be reproduced clearly (or at all)
Bugs marked with an = are intentional
Bugs marked with an & are small and very hard to fix, and vill be fixed in a later update, if at all
√ Compressed Lapis ore Block drops ink sacs
= Portals are breakable
* Potion effects reset when entering a new layer
* When player is on fire, it is removed when going through layers
* Crystal layer crashes
= Bedrock plains doesn't use fragmented bedrock (Fragmented Bedrock generates somewhat rarely there as an "ore")
= No textures for some Compressed ores (I know you're working on it, but I rather list everything I find)
√ Silk touch tools can retrieve portal blocks
& Items bounce on portals and cannot use them
√ Jumping onto a return portal while in the overworld will cause glitching, preventing moving and gives major lag
& Other entities seem to ignore portals
= tile.returnPortal.name will return you to the over world, even when multiple layers deep
√ (if not actually fixed, &) Entities treat portal blocks as full blocks and try to use it when pathfinding, resulting in them jumping in and out of it
* I would of done more tests in the layers, but for whatever reason my FPS drops significantly to unplayable states when in them. Even on peaceful and on lowest settings.
Also, could someone explain what is going on with issues #1 and #5 here?
Edit: The fixes for the issues DrWeegee123 found are in the compiled download now.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
IT'S BECOMING TRUE!!!
1337x to you, Valiec2019!
The issue with the lava falls may be similar to the cave height issue; they are also generated with a nonuniform distribution that places most of them near the bottom of the map, and it appears that instead of using a custom biome decorator you are just using the vanilla one (WorldProviderDrop uses BiomeGenBase.forest as the biome, the chunk provider appears to call the usual biome decorator).
This is the code in BiomeDecorator that generates lava springs; note also that far less than 20 actually generate since the point selected must be just in the wall of a cave, surrounded by stone below and on three sides with air on the fourth side, plus many attempt to generate below y=11 (the calculated average for the values shown is around y=35 for the 50/50 point):
Essentially, the solution is similar to the cave height issue; you can add this to the chunk provider after the call to BiomeDecorator in the populate method (this is the last thing to be placed in BiomeDecorator) and it will generate additional lava springs in addition to those normally generated. Note also that the blocks they generate in must be stone so keep that in mind if you use custom blocks in place of ordinary stone; you could also use your own version of WorldGenLiquids, adding a parameter for the block to generate in, assuming that Forge didn't add one itself.
I also thought that I'd point out that a similar situation occurs for lava lakes (generated in the chunk provider), plus when they generate above y=62 (Overworld sea level) there is only a 1/10 chance of generating, so if you want them to be more common higher up you can change this as well, plus the 1/8 chance they have of generating in a chunk (by comparison, water lakes generate with a uniform distribution over 256 layers and a 1/4 chance; this also explains the chance of 80 (8 * 10) given in Customized for lava lake frequency as they are referring to surface lakes).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
First, I did a "dig down" and soon came across a portal which leads to the "Drop Level." After a couple of minutes for loading, the level loaded up and I can safely say that yes, it does work. However, coming back through one of the portals was a different story. It loaded almost immediately, but for some reason I was completely stuck, similar to how you suffocate in sand, and most likely in a different location than where I came down.
I have some pics below, one of which being a "cave chicken" in the Drop Level, which was kind of hilarious.
Also, quick question, can these portals spawn in pre-existing chunks that were loaded before the mod was installed and/or in an older version?
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
Irony in the first degree.
ye, i bet ya the creator doesnt save last world location xyz coords in the player files. it is a good thing to add NBT tags for "Dimension name: x y z" so that onEnterPortal to (say the deep) "TheDeep: lastCoordX lastCoordY lastCoordZ"
This came from my one post on the original suggestion.
As for items, idk wth to add so maybe you could smooth it out. All i had was the idea of also seeing sky layers too.
As well, (if you want) you dont need portals. you can check their YCoord
if(@yChoord == DIM.World(yCoord(0))
tp player DIM.World
Like i said, feel free to add on i just think the sky needs more love too
Also, the portals are generated with the world, they cannot spawn in chunks that have already been generated. Sorry.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
No problem! I'm glad I was able to try it out.
Also, if you need some help with mob ideas I could help you with those.
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
Irony in the first degree.
I don't think I need mob ideas just yet.
However, I would want help on fixing issue #5 here.
I've tried using the Nether spawning function, but that will only spawn you below layer 128. Does anyone know how to expand it to spawn you around layer 180-200? I've tried, but it just starts spawning you in "caverns" it cuts out of solid stone to spawn the player in.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
use nbt player data
Thanks, but I need help with calculating the spawn. That could help with storing the spawn, but what I need help with is how to calculate it correctly.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl