With the upcoming and much anticipated cave update, I felt it was the time to post these, and I decided to put my cave biomes on the forums, since this would be the perfect time to add them, and I think they're pretty unique. I hope you enjoy!
Caves will/do have a variety of biomes to explore. Sometimes there's weird plants, faceless sound hunters, or lots of water. This post concerns a new biome for caves that I created, where the fungus takes advantage of the tallest caves and provides ample light, the Longushroom Biome.
Longushroom biomes generate in caves with a lot of height to them, and not flooded ones. Unlike normal large mushroom and tree generation, the relatively common huge Longushrooms generate the cap first, a few blocks from the ceiling, and the stem afterwards. This makes the mushrooms grow to incredible heights, as tall as the cave will allow. The stems can be partially submerged.
(Not sure if the image will load, but that's the large Longushroom)
The regular Longushrooms are a simple flora block, like grass and common mushrooms. However, they can generate a "stem" below them that's up to 3 blocks in height, making the mushroom a maximum of 4 blocks tall. The stem drops nothing, and the whole thing breaks when any part is mined. A small Longushroom will grow up 1 stem block if bone meal is used on the stem, and they only grow into huge versions if there's sufficient space above.
Huge Longushrooms will emit a light level of 14 from the stem and 15 from the cap. Regular sized Longushrooms will give off a light level of 10 from the cap only.
In addition to these towering fungi, the biome also contains a new type of vines called Vuvines. They cling to the underside of blocks similarly to weeping vines. They also glow, giving off a light level of 14. They'll hang from the underside of the ceiling above and such.
On the stone ground, a block called Bolegro will grow, acting similarly to Nylium except that it grows on stone. It glows with a light level of 12.
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.