Cave-Gen Mod Minecraft 1.5.2/1.6.2

Cave-Gen Mod 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.

For Minecraft 1.6.2
New block and item id's: 200,201,203,204,3190 Changeable
Requires: Forge
Works in: SSP, LAN
Does not work in SMP
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."
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.
[IMG]
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.
[IMG]
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.
[IMG]
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.
[IMG]
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.
[IMG]
Bridges - These can be rarely found in snow zones, leading to distance. You can use them to shorten your travels. But be careful.
[IMG]
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.
[IMG]
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.
[IMG]
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.
[IMG]
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.
[IMG]
Surface - It is now completely dead. Only ruins sometimes found among dead trees and clouds of gas mark that there was life.
[IMG]

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
Change log 1.6.2

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.
Change log 1.5.2

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.



 

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