Blaze rooms were designed as simple underground dungeons (it was first attempt to create underground dungeon type). I will add more such dungeons later.
Structures that my mod generates are simple minecraft nbt structure files, exported from game with structure blocks. They could be replaced in mod ".jar" file, or used in another way. Location of these files is "assets/betternether/structures", you can see it in mod's GitHub.
I've never been on the forums before, and this is my first post here.
I'm playing Galacticraft with some friends. I was searching for info on the Respawn Statue, having found one, and was happy to stumble across this thread.
This mod is beautiful. It is haunting in all the right ways. My brother and I were talking about it last night, and we both wish it could be implemented in the main game as the next big update. I did have a Pre-fab house (desert style pyramid, I like to live like a king and sleep like the dead!), but it is slowly gaining more elements from the Nether, most of them from this mod. I might post some pictures if you want, I'm not a master builder, but given the exquisite materials provided it isn't hard to make something beautiful.
I just wanted to pop by and thank you for all of your hard work. It really does show, and it is very much appreciated.
OK, so this mod works with NetherEx already, but there's some kind of interaction between the two causing loads of TPS lag. Either one on their own works fine, and both together work as well as far as worldgen from what I can tell, but something is causing lots of tick lag, even though minecraft is getting better fps than in the overworld. Turning this mod's plant density down to like .10 helps, but not very much. There's like maybe 1-2 seconds of tick lag instead of 1-3. Since they both work fine on their own, I can't tell which of them is actually causing the issue.
Most likely either a cascading worldgen interaction, or an interaction keeping chunks loaded when they shouldn't be. Try keeping an eye on the console when you enter the nether on a fresh world for cascading worldgen. If that yealds nothing,
https://www.curseforge.com/minecraft/mc-mods/sampler are great tools for tracking down what's going on. In most cases, you can find a config option or tweak mod to exclude the problem entity or block from worldgen in your pack. Just make sure to open an issue ticket on both mods once you track down the interaction, so they can add a proper fix or compatibility option.
Update on this, I updated netherex and now they DON'T work together, NEX seems to be overriding everything now. I'm not seeing anything from this mod generating in the nether now. So if you want to use both of them, you will need to use NEX version 2.0.8 at the latest. whatever they did between 2.0.8 and 2.0.12 ended up making the two mods' worldgen incompatible. There's an issue about this on the NEX github already.
I decided to rewrite world generator from chunk-oriented system to more common world-oriented system. This will fix most of "cascade worldgen lag". In my tests this also speeds up world generation a lot, but some plant densities need to be rebalanced.
I want to finish some such things as worldgen polishing, furniture, bugfixes, and then start working on 1.14.4 update (probably at beginning of 2020).