#Trial Chambers and Ancient Cities

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karmic portal
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I get distracted really easily and spend way too much I should be testing throwing myself off things with a water bucket

umbral talon
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We noticed imminently when exiting the Tower

"Wait, did we leave Smiley behind?"
"I think so, we should go back-" Looks at minimap "... he jumped off"

karmic portal
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I think the funniest part of that is that you both died trying to get down from it

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I did not expect to hit it at all

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I couldn't see the ground

umbral talon
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"In this biome, you cannot see 5 blocks in front of you, with torches"

"Naw, I'd water clutch"

sinful nacelle
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"In this biome, you cannot see 5 blocks in front of you, with torches"

You underestimate my power

umbral talon
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I am describing exactly what Smiley did

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Bro did it

karmic portal
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I saw a cliff and I saw the bucket on my hotbar and knew what had to be done

sinful nacelle
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Superior lifeform

karmic portal
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damn I realized I didn't actually make setting a loot table easy, sorry for that

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huh but you added that nevermind, I'll take a look at why it's not loading the tables

sudden fjord
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like I can place a pot put in item in it and then break it and the items won't drop even in survival

karmic portal
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I'm an idiot that's probably why

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apparently I set the inventories not to drop unless you use a tool that shatters the pot

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that migth be the issue, I'm taking a look now

twin scarab
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Dude ikr

karmic portal
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wait until we get to the cities that will probably be when the drama starts

twin scarab
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Thats when each of you start a modloader, a launchef, and say gamer words while everyone kicks you out XD

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Aka Lenny

karmic portal
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I swear this room used to have a piston door in the snapshots, did they take it out? tbh a piston door probably isn't that useful here

sudden fjord
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yeah I think it was barren when I was examining the chambers torn apart

karmic portal
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damn, it was a really cool piston door design

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they designed a door that worked perfectly both in java and bedrock

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without any modification

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yeah the pot loot is my goof

sudden fjord
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no worries, I'm trying to think of what else needs to be added in physically in the chambers

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I might do another cross variant that connects both hall ways

karmic portal
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I still need to fix the spawners not visually updating straight away

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fixed the pots

wind flint
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quick question, sorry for asking but i got to due to seeing the progress.. do u guys plan on releasing it with the warden or does that come later? again sorry for asking.

karmic portal
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probably a release before the warden

wind flint
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oki, thanks for answering 🙂

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i do have to say tho, u guys are doing the lords work so to speak, not giving you guys enough credit, bringing it back 1.12.2 is amazing. excited about this mod as i was the end mod and the ocean mod :3

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oooh last question, are you guys planing on adding a regeneration config if a world is already generated?

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i see like ores can do it so that's why i asked

umbral talon
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We won't be doing world regen, as that would not work with the size of the structure, and would easily break it's generation

wind flint
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Oki, thanks for answering

karmic portal
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it took a while to understand how it worked but I got copper aging working

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kinda wanna add copper ore aging now with a slightly different method

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but I think we need to set up a config for that

graceful dagger
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Copper ore aging makes absolutely no sense unless it were for native copper specifically

umbral talon
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And Minecraft's normal Ore texture, and Raw Ore texture both have semi-oxidized Copper

karmic portal
graceful dagger
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I knew all of that, but then again, iron appears as a native ore in mc even tho that doesn't exist, yet iron doesn't oxidize although it should. There's 0 in-game or irl consistency. I just think that making aging copper ore is too much, personally.

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I don't have a strong logical argument. Not even all copper items oxidize, so I could see any argument here as faux

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It's my brainrotn again I swear, there's both separate malachite and native copper in rotn, so I try to apply that to other stuff.

karmic portal
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minecraft's copper ore seems to be mostly a native copper ore with malachite/diopside banding, or just a flat native ore

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it aging doesn't necessarily make the most sense but minecraft doesn't exactly make a huge amount of sense or have consistency anyway

graceful dagger
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In any case, if you wanted to add the minimum of pedagogical value to aging copper ore, I would suggest that you only made non-exposed cooper ore "young", and when generated exposed to air blocks, it should be completely oxidized

karmic portal
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but to be fair I also see your point

graceful dagger
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Just a suggestion, because I know that's a lot of extra logic for little gain

karmic portal
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honestly if exposed copper ore gets added it's worth it to add the extra logic for consistency

graceful dagger
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Then I would 100 support it

karmic portal
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it would need it's whole own aging code anyway because base copper aging doesn't thematically work much with ore

umbral talon
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Fair enough that it's additional work for something with zero added value to the game.

karmic portal
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but then base copper aging is weird anyway

graceful dagger
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In general, things that age in a game world, but are still in a young age when you begin are really uncanny, as they imply the world was created the moment the player stepped on it. You are free to use that idea in an indie game tho lol

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Talking to a npc and your character tells them "you are all part of my dream" with you the player and the npc both like O_O

karmic portal
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that's a really good indie game idea tbh

umbral talon
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I do fundamentally disagree on the original discussion of Copper Ore's actual chemical makeup, as it is non-additive non-related constraints to the work.

graceful dagger
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It becomes part of the discussion the moment the oxidization is taken into account, as that is purely a chemical process, much like everything. So the only barrier is how far are you willing to take that realism or simplify it.
In a scale where you can go from "just because" down to "atoms behave this way" and everything between, there's only personal opinion dictating where to settle, and that opinion will be biased.

umbral talon
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Actually, completely correct take. It is related to oxidation. My issue was that your original statements read as 'You need to be realistic' rather than approaching it as a scale

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... Also I definitely agree that it's weird how inconsistent a few parts of Copper are. Like, I perfectly understand items not oxidizing, but why the Lightning Rod? Every single other block does it

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Ore not oxidizing make sense if you approach it from the logic of:
Different states do NOT drop different Raw Ores > Thus, set it at a half-way state, to avoid inconsistency and keep it clear to the player

graceful dagger
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Realism is a blanket term that we should probably avoid, but it feels the simplest to describe "common sense" for a bunch of things, my bad. I'm a fan of internal logic and verisimilitude, and just believe that reality is our fallback to assume a bunch of background without having to explain it all.

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In this case, explaining everything would've been better from the beginning

umbral talon
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Ah, I understand now. Common Sense does clean the discussion far more, as it relates to 'simplified, external knowledge applied to a work.'

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I just get worried, as it feels all to common nowadays to see people who use such things as destructive criticisim toward a work

graceful dagger
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Absolutely. Glad we agree on that sentiment.

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I am very biased towards internal logic and world building though, and I know you have a preference for game design and intuitive gameplay.

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However I believe that

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I like both Vintage Story and Trove, which are the most extreme polar opposites of each other.

umbral talon
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👍 Nice.

Also I very much want to yap more about it, as I love talking design, but I don't want to flood this thread with "Squidly's Game design Talk"

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... even if I have plenty of thoughts on internal logic and world building, and how they mesh with game design.

umbral talon
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Random idea: Heavy Gauntlet.

It's an inverse Mace. Deals a special heavy attack, to falling targets. Thus changes the player's dynamic with the Wind Charge, where they will use it to throw Mobs into the air to combo them, and becomes very interesting in PvP due to it being a counter to the Mace, and counter to Crits

graceful dagger
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You hit them when they are falling back to you on the ground, or do you use it to jump up to them and hit them down ala anime?

umbral talon
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Specifically, what would be funny is because both weapons have a both sides of the same coin, it becomes nuclear as a battle between the two is 'Who has better reflexes'

karmic portal
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huh

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decent weapon idea

umbral talon
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I got Capabilities in extreme_laughter

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Just commited the Wind Charge fall damage reduction behavior

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Fully functional.

umbral talon
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Tweaking copper colors makes me feel gormless

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So many files to organize

sinful nacelle
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Gormless?

umbral talon
sinful nacelle
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Ah yes gorm

graceful dagger
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Should try gormmaxximg by gorwing all day

umbral talon
karmic portal
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based and gormpilled

sinful nacelle
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So many potential memes

umbral talon
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So, I went back and updated a lot of Copper Textures.

All normal Copper has been completely re-done with new colors and extra detail, to match the other coppers, tile better, and have less aggressive contrast.

All Oxidized Coppers are slightly lighter, use 1 less color, and have had dark colors brightened for better tiling.

All Copper Bulbs have been redone with new colors for the bulb parts.

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And within a generated Trial Chamber

unborn gorge
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looks sexy

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quick suggestion, compatibility with quark for trial chambers to generate with iron ladders instead of vanilla ladders if enabled

umbral talon
karmic portal
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I might see if I can get my resource loading code working in 1.12 to see if they can be put in the config folder

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for easy access

karmic portal
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hopefully it doesn't add too much processing time, but I added code to organise the creative tab so it should look quite a bit nicer now

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doesn't work with the search tab or jei yet but at least the mod tab looks better

umbral talon
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Very nice

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Also ew, what is the weird blue ink sac thing on the 3ed tab, looks like a bad mod

karmic portal
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awful mod, terrible mod

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no clue why I installed it

umbral talon
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Here's an Ominous Bottle texture. I think it's pretty damn good, but feedback is always appreciated.

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I took it in a different direction from Vanilla's, such as rounding the bottle shape more, the bottle color is Purple, the cap is Red, and the bottle isn't symmetrical.

elder forge
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Red cap looks so good

sudden fjord
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Just committed more variants for hall ways, including small rooms, and more verticallity. Now these tiles that are apart of the hall way are more rare since they have the best chance for loot but it just brings more to when exploring and to check every area possible

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additionally other parts of the chambers have variants, the cross between two hall ways and as well the main entry way has some vanilla inspired architecture of variants

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I think nearly every base part of the chambers now has variation to it, so hopefully exploring them will be unique each time in offering new lay outs and hidden areas. This is probably the most complex structure I've done so far and it makes me want to update some of End Expansions dungeons lmao

karmic portal
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it looks good we need to get around to some form of playtesting at some point

sudden fjord
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the only thing I've held off at this point I think is custom chambers like ones not related to vanilla as theres only two that are not related to vanilla

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but we don't need that for testing per say, so some play testing would be awesome to do

karmic portal
sinful nacelle
umbral talon
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Just pushed a commit, I added a Mixin so the Weaving Potion effect properly affects Web Movement Speed. Also, moved a lot of Potion effects to use Forge Events instead of just re-checking if the affected is dead.

karmic portal
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fixed the visual bugs with trial spawners being stuck looking like inactive ominous spawners when reloading the chunk until they were updated

unborn gorge
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love that

graceful dagger
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Half life 2 Has been very quiet since this came out

sudden fjord
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if anyone hasn't checked the new things they've added to the trial chambers, it's basically encounters. from what I've seen they act as a way of rotation to try to generate a chamber. So I've brought that back to 1.12.2 and making better generation rules for it

empty jungle
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I think the breeze also got a buff to its range

umbral talon
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Easy to implement

snow saddle
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Trial spawner (or vault?) loot is now seed-dependent… not necessary in modded as there’s not much seed-hunting here

karmic portal
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all loot is seed dependent in modern minecraft, it's not worth us adding that in imo

red cairn
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It's better to have ct support than seed dependency

sudden fjord
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Alright this is a little post where I’ll be showing off the generation added into the Chambers

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The chambers will now do there absolute best to try and generate a chamber, better than vanilla dare I say. As with this route to this chamber, the X’s making the rooms or hall ways it generated to find a solid spot to put a chamber

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Now even though that picture specifically rarely happens as already our chambers do a pretty good job of generating them, this is an added fail safe

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However for those doors that can’t find space for a chamber

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They will generate little end rooms that may have spawners/vaults/loot

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And also encounters have different variants and directions. Not all of them will have a direct path to a chamber and can be somewhat hidden so it’s always best to check your surroundings!

snow saddle
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Totems of undying as rare spawner/vault loot?

umbral talon
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By the way, here is my worksheet for almost every texture made for Deeper Depths. I've been using one huge sheet for most textures in this mod, and I'll start doing it a lot more, as the result is very nice.

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Also, seeing iterations/progression in WIP stuff is pretty satisfying.

wise cradle
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How did I not notice the progress on this project?! This is epic!

hoary plover
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You guys are cooking

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Im also working on a backport project

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Its cool to see this many people actually like 1.12.2

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Is this almost complete?

graceful dagger
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I would say it's in the 80/20 rule part, if you know what that is

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(80% of the mod was done in 20% of the time/effort, and 20% is missing, which takes 80% of the time and effort. TL;DR the devil is in the details)

sinful nacelle
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Sounds about right

karmic portal
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yeah it's basically done, just finishing touches and bugfixes

hoary plover
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wow

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W devs

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so is it a 1 to 1 creation or a redesign ish

graceful dagger
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It's a 1:1+ Textures are from scratch, and practically 100% of the content is added, but there are extra features and configurability, including the signature "bronze windmill" entrance on the surface.

lilac canopy
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Looks sick, can't wait for the release

hoary plover
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Wow

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This + all the other backport mods practically means we have latest version in 1.12.2 Lol

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Now all we need is the trading system of the villagers

karmic portal
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futuremc has the gui, raids has discounts from hero of the village, it would be hard making the new villager trade system compatible with modded villagers

graceful dagger
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Village Names also adds to that with the skins and visual level charms

hoary plover
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yea ik

unborn gorge
hoary plover
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futuremc better :P

unborn gorge
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nah

hoary plover
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yah

sinful nacelle
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Trial chambers changed

hoary plover
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Omg bro

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This looks so good

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You guys are doing great work

hoary plover
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Will there be compatibility with the raids backport and the deeper depths mod?

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because rn they are seperate bottles to start each event

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vanilla its just a singular bad omen bottle to start both events

grim barn
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what is deeper depths

karmic portal
grim barn
hoary plover
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Who made the textures

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Because they are better than vanilla (In my opinion)

hoary plover
karmic portal
# hoary plover Will there be compatibility with the raids backport and the deeper depths mod?

yeah I'm working on both, it's disabled at the moment for testing but deeper depths's bad omen works with raids by default and closer to the deeper depths release date, I'll be changing raids to use the deeper depths bottles by default with probably some kind of support to replace them if you ever uninstall deeperdepths, the actual code of the two is practically identical other than the deeperdepths one having different textures and fancy effects

karmic portal
karmic portal
hoary plover
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They are very good

karmic portal
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I hope I'm not forgetting anything

hoary plover
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also are ancient cities in the mod?

karmic portal
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not yet

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planned at some point potentially

hoary plover
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Ok

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Nice

karmic portal
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we got trial chambers and geodes at the moment

hoary plover
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How do you find the chambers

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because I went around flying and didnt see it

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in spectator

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unless the github version is outdated

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not sure

karmic portal
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they're fairly rare

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there's a marker above ground but they're more easily spottable with spectator

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they're roughly 525 blocks apart

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they need to ahev a config option added tbh

hoary plover
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Yeah

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that would be nice

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I flew around for like 5 mins ins pectator and didnt find anything

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except geodes

sinful nacelle
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Yeah... theres a mod that adds structure maps to trades that should allow finding these so the above ground markers wont always be needed

karmic portal
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iif you have a cloned version of the repository WorldGenTrialChambers is what controls the spawning and you can reduce the distance there

hoary plover
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Okay

sudden fjord
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roughly 6,300 blocks apart. since the chambers can give some insane loot for even early game. it's best to have them really rare

karmic portal
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oh damn, I read the number and wasn't really sure what the /12 was doing

sudden fjord
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yeah, its what I quickly use without making the number it needs to pass super large

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I could do 260 * 24

karmic portal
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makes sense

sudden fjord
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and as well it's a nice buffer if someone does want them to spawn commonly

karmic portal
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tbh we did the chambers pretty easily with iron gear pre ominous

sudden fjord
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prevents them from intefering with each other

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oh yeah

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the chambers not ominous is totally doable with iron, dare i say leather

karmic portal
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so I can for sure see the loot thing

sudden fjord
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like it would be more interesting to make regular chambers super rare and then a new structure that's small chambers and is built for early game

karmic portal
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that would be cool, like a few of the encounter rooms and a few regular vaults

sudden fjord
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like the chambers are roughly bigger than the encounters in the regular chambers, like a mini version of it

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yup exactly!

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just something to help push early game rng for dungeon crawler packs

karmic portal
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the way vaults and spawners are set up we can give them different loot tables if we want

sudden fjord
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interesting, I do like the idea. and the spawners could be lesser as well. the whole idea of vaults and spawners really help with the dungeon crawl feel

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that's why im interested in implementing it with End Expansion

karmic portal
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you can technically use any item as a vault key by changing the vault config as well

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the actual key items have no code accociated with them

sudden fjord
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nice troll idea, when getting the key from the lamented islands for the boss, you can instead use that one key to go gambling for a 2% chance of getting the Lamentor's sword trollface

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"alright ready to fight this boss charlie"

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"charlie?"

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"charlie wheres the key?"

karmic portal
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getting ready to fight the boss and you just hear "aw dang it" over voice chat

umbral talon
umbral talon
karmic portal
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we need to make a list of what each of us did at some point to better keep track

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oh no not my candle code, can't believe you stole it

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I'm debating whether or not to do the candle cakes

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they're a really minor thing

umbral talon
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Depends on how difficult it wuld be todo

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At least you won't need Multidimensional Wick Arrays

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I still feel like I was possessed to write that code, as I wrote it then googled and learned what it is called

umbral talon
karmic portal
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yeah we did

hoary plover
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like iron diamond ish gear would do

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barely though

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Did you guys implement difficulty scaling?

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or is that just vanilla

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pretty sure hard mode on vanilla multiplies dmg for mobs by 1.5x

karmic portal
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I'm pretty sure the spawners don't actually scale based on game difficulty, other than the regular game scaling

hoary plover
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Not the spawners, I meant the damage

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But I rezlied the hard mode difficulty multipies dmg by 1.5

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x

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I think

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so it wouldnt matter

karmic portal
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that's just a vanilla thing

hoary plover
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aight

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Bro btw just saying your mods are really good

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especially the Raids backport

karmic portal
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I think in testing we started off on easy because that's what the server was set to but we did most of our testing on hard mode

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raids still needs some work tbh as well as a wiki page to tell people how the raid table configuring actually works

hoary plover
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but the default config is fine

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and the mod itself implements almost 1 to 1

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Which is awesome

karmic portal
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it was really hard turning vanilla behaviour into a config file

hoary plover
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I couldnt imagine

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You did it tho :)

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Anyways, ny future plans besides this mod?

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any*

karmic portal
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I don't know about the others, or at least don't know how much they want to share yet, but I'm going to be backporting my classes mod, adding allays to raids backport, as well as updating my wood texture mod to version 2.0.0, those are my personal current plans

hoary plover
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What is the classes mod

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I might try and backport the Ruined Portal structure

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No one did it because it had like 255,543 variants

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I think I'll give it a shot

karmic portal
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I was also looking into wandering traders

hoary plover
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Will that be hard to code in?

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Idk cuz the spawning is weird

karmic portal
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the classes mod is the dawncraft class system, it's like 90% backported to 1.12

hoary plover
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and they drink potions

karmic portal
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not really, the main thing is making the trades configuarble

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I can litterally just copy my patrol spawnign code from raids because their spawning is pretty similar

hoary plover
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oh right

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but wandering traders dissapear after a bit

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even when name tagged or in a boat and stuff

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idk how you wil code that

sinful nacelle
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Speaking of which... if wandering traders are getting added, please please please make it reasonably easy to add, remove or modify their trades.

karmic portal
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wandering trader trades do suck in vanilla

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except I kinda like the sapling trades

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if I do it, them being fully configurable would be the main part

sinful nacelle
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also i kind of overhauled the entire trading system so itd be a real shame if the wandering trader was just... unconfigurable lol

umbral talon
elder forge
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good stuff

wind flint
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@karmic portal Hi, we are allowed to test the mod for bugs right since the github is public? huh

karmic portal
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sure, the code is publicly available, if you can build it you're free to run it, but if not we might be looking at a first release soon ish anyway

wind flint
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Awesome, so i actually found a bug at least i think its a bug.. cause in vanilla it works as u'd expect 😅

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copper door doesn't wanna close with a pressure plate or a lever, idk if its suppose to or not tho huh

karmic portal
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a few things might be slightly quirky but we're tying to make things as close as we can

wind flint
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Cool :3 i thought i should atleast mention it, i knew it wasn't gonna be exactly like vanilla but i yeah thought i should atleast mention it 🙂 its fun tho :3

karmic portal
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huh weird it should be inheriting the door code which should work with redstone but yeah it doesn't seem to thanks for letting me know, I'll see if I can fix it up before we do the release

wind flint
karmic portal
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should be fixed, I messed up my boolean logic and put an and when it should have been an or

lilac canopy
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i got this error while trying to run it on a server

karmic portal
sinful nacelle
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Yorokonde background music is next

karmic portal
empty jungle
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Congrats on the release, and nice logo!

sinful nacelle
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Oooo

sinful nacelle
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setting spawn rarity of trial chamber to 0 freezes the game. who knew?

grim barn
sinful nacelle
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What id like to do is control what dimension these spawn in (I have a deep dark dimension id like to use for this)

elder forge
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let's fucking gooooo!

sinful nacelle
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Structure spawning is pretty difficult to turn off with an external mod

sinful nacelle
graceful dagger
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No yeah, that option has to be specifically added to this mod

coral nebula
unborn gorge
grim barn
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it's possible to make a way to turn off but structures don't have a registry name so it needs some work to make it intuitive to the pack devs

river moss
sinful nacelle
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Making new structures is easy. Controlling where my structures spawn is easy. Disabling another mod's structures is not.

karmic portal
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1.12 doesn't have a good structure registry

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at least not one that you can realistically do much useful with

sudden fjord
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indeed, we'll get dimension registering for the trial chambers in the future. as of current, it is locked to the overworld

sinful nacelle
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I can spawn structures in by biome and the biome I want these in is only outside the overworld, just need ro make the structure not spawn in the overworld

unborn gorge
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if they aren’t specifically built with compatibility in mind good luck moving them elsewhere

river moss
river moss
sinful nacelle
hoary plover
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Smiley Corp

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I think there is a server side error with your mod after winning the raid the server crashes when the villagers try and throw stuff to you

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Fix would be nice

karmic portal
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fix is in the works

hoary plover
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Aight nice

empty jungle
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~~Amethyst + Amethyst-derivative blocks, candle blocks, and chiseled copper blocks ~~ many, many blocks have a harvest requirement of "PICKAXE" instead of "pickaxe", as such they arent harvestable at all, at least in my modpack.

twin scarab
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With like vanilla pickaxes or modded ones?

empty jungle
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Any

sinful nacelle
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Is that happening?

empty jungle
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If nobody else is having this issue I can try to find what mod could be causing it

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or I can post my tool_progression config file section for deeper depths and try to find the common factor

karmic portal
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it worked fine in testing but I can try changing it to lowercase in case that fixes it for your pack

empty jungle
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well it was auto-generated, I didn't touch it

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it would just be for identifying the affected blocks

empty jungle
karmic portal
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should be in the most recent update

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but I might have forgotten to put it in the patch notes

empty jungle
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thank you, I'll let you know how it goes

coral nebula
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I'd like to mention a project that looks like some kind of API or cave generator for adding underground biomes. @sudden fjord has mentioned this project in the channel for the 1.18+ underground biomes backport and @bleak whale seems to have mentioned this in the channel for the Better End backport since the Better End mod makes use of underground biomes. It looks like some kind of fork of Cave Generator, JED, and Dimensional Control based on Redfire's testimony. Maybe this project might help with getting the Ancient Cities and Deep Dark to work better in 1.12.2 without potentially conflicting with other cave biome mods.

sudden fjord
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as its been a topic we've brought up several times

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and would like there to be a dedicated api or something that works with quark

karmic portal
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I kinda need a cave biome api for my biome mod as well so I'd love to work on a universal api that can be used for backport stuff

bleak whale
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My version of cave biomes use a proxy dimension created via JED and use a biome provider generated by Dimensional Control.
Biomes are checked at 1 block to 1 chunk for performance, by just checking what the biome would be in the fake proxy dimension at the same location as a chunk being generated in the true dimension you're generating the cave biomes.
This allows for full compatibility with other mods, allows other mods like Crafttweaker or Groovy to get the cave biome by just doing the same thing, allows someone to do whatever they want with the provider via Dimensional Control, etc.

For a cave biome API, I'd suggest doing the same thing, except generating the dimension and biome provider with JED or DC and adding a config to add biomes to it.
That would allow it to work with my CG implementation as well.

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Quark cave biomes are generated kinda weirdly. I wouldn't expect any API to get away with not having to mixin them extensively.
I'd honestly suggest disabling them and recreating them in the API. Most of them are pretty simple.

hexed iris
hexed iris
bleak whale
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What conflicts does JED have?

sinful nacelle
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What Id like to see is other elemental themed versions of this

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Earth, water/ice, void...

Imagine new trial chambers with those elementals and maybe different design/theme

sinful nacelle
bleak whale
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Personally I'd love to see the ability to add custom dungeons with custom rooms but that's likely a big ask. :p

coral nebula
coral nebula
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I'm trying to find the user that suggested a simple solution to increase the y-depth in 1.12 to allow deeper caves. I think his solution was to simply raise the sea level by 64 blocks while simultaneously raising the max mountain height by 64 block in such a way that preserves the original topographical profile that would generate without this change. The idea is to create a 64 block deep layer for deepslate to generate in while increasing the max mountain height to Y level 192. I'm hoping to communicate the idea with the original devs for the Realistic Terrain Generator mod and the authors of later forks of RTG to see if this solution can also be implemented in this generator without any difficulties.

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I've just now looked up the Minecraft Wiki and it looks like the Deep Dark biome rarely generates above the deepslate layer so adding the 64 block deepslate layer may be sufficient to fit ancient city structures.
https://minecraft.wiki/w/Deep_Dark

Minecraft Wiki

The deep dark is a cave biome that generates deep underground in the Overworld under mountainous areas.

karmic portal
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that would break existing worlds, but it's not a bad solution to it

coral nebula
# karmic portal that would break existing worlds, but it's not a bad solution to it

I'm hoping there's a way to apply the solution to RTG, but the original mod creator says that there are limitations in the original mod code preventing the ability to change the sea level. I have no real coding ability or experience so I have no idea what would be necessary. Hopefully there wouldn't be too much rewriting of RTG required.

sinful nacelle
sinful nacelle
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All but the very tallest of biomes have been moved up by 64 blocks

sudden fjord
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Although I’d say we have the option entirely configurable

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As I’m unsure how much it’ll break other mods

umbral talon
high current
sinful nacelle
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I didnt recreate the biomes. I just changed the average biome height. @bleak whale this is why biome height tweaker exists. For the times that you cant change the average biome height with biometweaker or BOP

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Sometimes it wont let you do that with biometweaker but you can with biome height tweaker as long as it isnt BOP. BOP needs to be configured through its config

bleak whale
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Some biomes have weird hardcoded things like the depth sandstone goes to in Desert biomes

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I dodge those issues by recreating the biomes from scratch but I do that for all biomes out of convenience, not because I have to

sinful nacelle
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Howd you recreate that layer? Just block replace?

bleak whale
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I haven't. Low priority. I can just use e.g. CG stone layers to bring sandstone to the depth I want though.

twin scarab
snow saddle
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Did you end up adding a config for the wax item?

karmic portal
final kestrel
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Is this the beginning of deeper depths?

ashen jetty
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Hoping for ancient cities

final kestrel