#Trial Chambers and Ancient Cities
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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"
I think the funniest part of that is that you both died trying to get down from it
I did not expect to hit it at all
I couldn't see the ground
"In this biome, you cannot see 5 blocks in front of you, with torches"
"Naw, I'd water clutch"
"In this biome, you cannot see 5 blocks in front of you, with torches"
You underestimate my power
I saw a cliff and I saw the bucket on my hotbar and knew what had to be done
Superior lifeform
damn I realized I didn't actually make setting a loot table easy, sorry for that
huh but you added that nevermind, I'll take a look at why it's not loading the tables
I think it is loading the loot tables, it just isn't dropping the items
like I can place a pot put in item in it and then break it and the items won't drop even in survival
I'm an idiot that's probably why
apparently I set the inventories not to drop unless you use a tool that shatters the pot
that migth be the issue, I'm taking a look now
Dude ikr
wait until we get to the cities that will probably be when the drama starts
Thats when each of you start a modloader, a launchef, and say gamer words while everyone kicks you out XD
Aka Lenny
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
yeah I think it was barren when I was examining the chambers torn apart
damn, it was a really cool piston door design
they designed a door that worked perfectly both in java and bedrock
without any modification
yeah the pot loot is my goof
no worries, I'm trying to think of what else needs to be added in physically in the chambers
I might do another cross variant that connects both hall ways
I still need to fix the spawners not visually updating straight away
fixed the pots
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.
probably a release before the warden
oki, thanks for answering 🙂
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
oooh last question, are you guys planing on adding a regeneration config if a world is already generated?
i see like ores can do it so that's why i asked
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
Oki, thanks for answering
it took a while to understand how it worked but I got copper aging working
kinda wanna add copper ore aging now with a slightly different method
but I think we need to set up a config for that
Copper ore aging makes absolutely no sense unless it were for native copper specifically
This is Minecraft, of course it's native. Also, real copper does occur natively, and is often found oxidized.
And Minecraft's normal Ore texture, and Raw Ore texture both have semi-oxidized Copper
I mean true but we do have some pretty good sprites for it already
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.
I don't have a strong logical argument. Not even all copper items oxidize, so I could see any argument here as faux
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.
minecraft's copper ore seems to be mostly a native copper ore with malachite/diopside banding, or just a flat native ore
it aging doesn't necessarily make the most sense but minecraft doesn't exactly make a huge amount of sense or have consistency anyway
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
but to be fair I also see your point
Just a suggestion, because I know that's a lot of extra logic for little gain
honestly if exposed copper ore gets added it's worth it to add the extra logic for consistency
Then I would 100 support it
it would need it's whole own aging code anyway because base copper aging doesn't thematically work much with ore
Fair enough that it's additional work for something with zero added value to the game.
but then base copper aging is weird anyway
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
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
that's a really good indie game idea tbh
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.
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.
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
... 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
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
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.
In this case, explaining everything would've been better from the beginning
Ah, I understand now. Common Sense does clean the discussion far more, as it relates to 'simplified, external knowledge applied to a work.'
I just get worried, as it feels all to common nowadays to see people who use such things as destructive criticisim toward a work
Absolutely. Glad we agree on that sentiment.
I am very biased towards internal logic and world building though, and I know you have a preference for game design and intuitive gameplay.
However I believe that
I like both Vintage Story and Trove, which are the most extreme polar opposites of each other.
👍 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"
... even if I have plenty of thoughts on internal logic and world building, and how they mesh with game design.
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
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?
Either can work, the damage scales off of their Fall Distance.
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'
I got Capabilities in 
Just commited the Wind Charge fall damage reduction behavior
Fully functional.
sounds sexy
foreck is 99% based
1% cringe
Gormless?
Ya know, lacking gorm
Ah yes gorm
Should try gormmaxximg by gorwing all day
That is literally why I get into disagreements and arguments often
based and gormpilled
So many potential memes
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.
And within a generated Trial Chamber
looks sexy
quick suggestion, compatibility with quark for trial chambers to generate with iron ladders instead of vanilla ladders if enabled
These are done using Structure Files, you can edit/replace them yourself
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
for easy access
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
doesn't work with the search tab or jei yet but at least the mod tab looks better
Very nice
Also ew, what is the weird blue ink sac thing on the 3ed tab, looks like a bad mod
Here's an Ominous Bottle texture. I think it's pretty damn good, but feedback is always appreciated.
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.
Red cap looks so good
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
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
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
it looks good we need to get around to some form of playtesting at some point
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
but we don't need that for testing per say, so some play testing would be awesome to do
So Steve is that dude that ate bicycles and cessna planes?
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.
fixed the visual bugs with trial spawners being stuck looking like inactive ominous spawners when reloading the chunk until they were updated
Full video: https://youtu.be/uuKFynjcelw
Kinematic Chains in Minecraft.
World Download (with Datapack embedded):
https://www.planetminecraft.com/project/sculk-tendril-kinematic-chains-in-minecraft/
GitHub:
https://github.com/TheCymaera/mcpack-builder-kinematic-chain
Old Bukkit GitHub:
https://github.com/TheCymaera/minecraft-kinematic-chain
...
love that
Half life 2 Has been very quiet since this came out
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
I think the breeze also got a buff to its range
Easy to implement
Trial spawner (or vault?) loot is now seed-dependent… not necessary in modded as there’s not much seed-hunting here
all loot is seed dependent in modern minecraft, it's not worth us adding that in imo
It's better to have ct support than seed dependency
Alright this is a little post where I’ll be showing off the generation added into the Chambers
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
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
However for those doors that can’t find space for a chamber
They will generate little end rooms that may have spawners/vaults/loot
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!
Totems of undying as rare spawner/vault loot?
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.
Also, seeing iterations/progression in WIP stuff is pretty satisfying.
How did I not notice the progress on this project?! This is epic!
You guys are cooking
Im also working on a backport project
Its cool to see this many people actually like 1.12.2
Is this almost complete?
I would say it's in the 80/20 rule part, if you know what that is
(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)
Sounds about right
yeah it's basically done, just finishing touches and bugfixes
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.
Looks sick, can't wait for the release
Wow
This + all the other backport mods practically means we have latest version in 1.12.2 Lol
Now all we need is the trading system of the villagers
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
Village Names also adds to that with the skins and visual level charms
yea ik
gambling style has the new gui at least
futuremc better :P
nah
yah
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Trial chambers changed
Will there be compatibility with the raids backport and the deeper depths mod?
because rn they are seperate bottles to start each event
vanilla its just a singular bad omen bottle to start both events
what is deeper depths
yeah we already added those minus the dripstone
too sad
:(
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
it's the current name of this trial chamber mod
sir squidly, he did the textures, the mace, wind charges, the breeze and the bogged
They are very good
I hope I'm not forgetting anything
also are ancient cities in the mod?
we got trial chambers and geodes at the moment
How do you find the chambers
because I went around flying and didnt see it
in spectator
unless the github version is outdated
not sure
they're fairly rare
there's a marker above ground but they're more easily spottable with spectator
they're roughly 525 blocks apart
they need to ahev a config option added tbh
Yeah
that would be nice
I flew around for like 5 mins ins pectator and didnt find anything
except geodes
Yeah... theres a mod that adds structure maps to trades that should allow finding these so the above ground markers wont always be needed
iif you have a cloned version of the repository WorldGenTrialChambers is what controls the spawning and you can reduce the distance there
Okay
525 * 12 i think, and that's if the conditions are met for that spawn aka not a ocean biome
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
oh damn, I read the number and wasn't really sure what the /12 was doing
yeah, its what I quickly use without making the number it needs to pass super large
I could do 260 * 24
makes sense
and as well it's a nice buffer if someone does want them to spawn commonly
tbh we did the chambers pretty easily with iron gear pre ominous
prevents them from intefering with each other
oh yeah
the chambers not ominous is totally doable with iron, dare i say leather
so I can for sure see the loot thing
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
that would be cool, like a few of the encounter rooms and a few regular vaults
like the chambers are roughly bigger than the encounters in the regular chambers, like a mini version of it
yup exactly!
just something to help push early game rng for dungeon crawler packs
the way vaults and spawners are set up we can give them different loot tables if we want
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
that's why im interested in implementing it with End Expansion
you can technically use any item as a vault key by changing the vault config as well
the actual key items have no code accociated with them
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 
"alright ready to fight this boss charlie"
"charlie?"
"charlie wheres the key?"
getting ready to fight the boss and you just hear "aw dang it" over voice chat
I programmed all the Particles, all the Mobs, Wind Charges, Mace, most of the Candle code (After stealing it from you
), all the Potion Effects, the Mixin used by Weaving, and some various tweaks and bugfixing in various places.
IDK otherwise, GitHub can be checked for other stuff, that's all I recall
Also thank you, that is very kind.
we need to make a list of what each of us did at some point to better keep track
oh no not my candle code, can't believe you stole it
I'm debating whether or not to do the candle cakes
they're a really minor thing
Depends on how difficult it wuld be todo
At least you won't need Multidimensional Wick Arrays
I still feel like I was possessed to write that code, as I wrote it then googled and learned what it is called
If we do write such a list, make sure to detail the work done, since we did jump about on stuff a lot and trade work
yeah we did
on hard mode its pretty hard
like iron diamond ish gear would do
barely though
Did you guys implement difficulty scaling?
or is that just vanilla
pretty sure hard mode on vanilla multiplies dmg for mobs by 1.5x
I'm pretty sure the spawners don't actually scale based on game difficulty, other than the regular game scaling
Not the spawners, I meant the damage
But I rezlied the hard mode difficulty multipies dmg by 1.5
x
I think
so it wouldnt matter
that's just a vanilla thing
aight
Bro btw just saying your mods are really good
especially the Raids backport
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
raids still needs some work tbh as well as a wiki page to tell people how the raid table configuring actually works
but the default config is fine
and the mod itself implements almost 1 to 1
Which is awesome
it was really hard turning vanilla behaviour into a config file
I couldnt imagine
You did it tho :)
Anyways, ny future plans besides this mod?
any*
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
What is the classes mod
I might try and backport the Ruined Portal structure
No one did it because it had like 255,543 variants
I think I'll give it a shot
I was also looking into wandering traders
the classes mod is the dawncraft class system, it's like 90% backported to 1.12
and they drink potions
Woah
not really, the main thing is making the trades configuarble
I can litterally just copy my patrol spawnign code from raids because their spawning is pretty similar
oh right
but wandering traders dissapear after a bit
even when name tagged or in a boat and stuff
idk how you wil code that
Tbh id rather wandering traders not be exactly like vanilla because well... they suck
Speaking of which... if wandering traders are getting added, please please please make it reasonably easy to add, remove or modify their trades.
wandering trader trades do suck in vanilla
except I kinda like the sapling trades
if I do it, them being fully configurable would be the main part
Thank gods
also i kind of overhauled the entire trading system so itd be a real shame if the wandering trader was just... unconfigurable lol
I want to keep giving development support to these fellows, likely wrap and push a new content update for Oceanic Expanse, then probably work on my Doom project, as I've been feeling creatively unfulfilled
Agreed
good stuff
@karmic portal Hi, we are allowed to test the mod for bugs right since the github is public? 
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
Awesome, so i actually found a bug at least i think its a bug.. cause in vanilla it works as u'd expect 😅
copper door doesn't wanna close with a pressure plate or a lever, idk if its suppose to or not tho 
a few things might be slightly quirky but we're tying to make things as close as we can
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
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
no problemo! i'll let u guys know if i find more while i play :3
should be fixed, I messed up my boolean logic and put an and when it should have been an or
i got this error while trying to run it on a server
Yorokonde background music is next
Congrats on the release, and nice logo!
Oooo
setting spawn rarity of trial chamber to 0 freezes the game. who knew?

What id like to do is control what dimension these spawn in (I have a deep dark dimension id like to use for this)
let's fucking gooooo!
Incontrol
Thats for mobs not structures
Structure spawning is pretty difficult to turn off with an external mod
Recurrent complex maybe?
You can add structures or disable RC's structures, you cant disable other mods' structures
No yeah, that option has to be specifically added to this mod
I'll definitely try doing some testing soon.
structures are not like mobs, you cant just relocate them at will
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
Can’t u make a custom structure and have it appear in that dimension
Yes but this mod's structures are still going to be there
Making new structures is easy. Controlling where my structures spawn is easy. Disabling another mod's structures is not.
1.12 doesn't have a good structure registry
at least not one that you can realistically do much useful with
indeed, we'll get dimension registering for the trial chambers in the future. as of current, it is locked to the overworld
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
yes, but I’m talking about other mod’s structures
if they aren’t specifically built with compatibility in mind good luck moving them elsewhere
He could just find them and make them custom structures
My bad guys next time I won’t try to come up with a solution
Never feel bad about trying to help other people
Smiley Corp
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
Fix would be nice
fix is in the works
Aight nice
~~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.
With like vanilla pickaxes or modded ones?
Any
Is that happening?
If nobody else is having this issue I can try to find what mod could be causing it
or I can post my tool_progression config file section for deeper depths and try to find the common factor
it worked fine in testing but I can try changing it to lowercase in case that fixes it for your pack
If you do ill test it
well it was auto-generated, I didn't touch it
it would just be for identifying the affected blocks
Sorry, but any updates on this?
should be in the most recent update
but I might have forgotten to put it in the patch notes
thank you, I'll let you know how it goes
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.
yeah, Squidly, SmileyCorps and I plan on discussing a possible cave biome api that can be integrated with any other current cave biomes
as its been a topic we've brought up several times
and would like there to be a dedicated api or something that works with quark
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
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.
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.
I'd like to see Cave Biomes like Lush Caves, Deep Dark, etc in 1.12.2.
Idk about the dependency on JustEnoughDimensions, though. JED does have it's fair share of conflicts/bugs...
Same story. Would there be a way to instead make this proxy dimension without JED?
What conflicts does JED have?
What Id like to see is other elemental themed versions of this
Earth, water/ice, void...
Imagine new trial chambers with those elementals and maybe different design/theme
I still gotta add the Bleeze
Yeah well... the art for the other ones looked too cool to not eventually add
To answer the question, not without a custom mod.
Personally I'd love to see the ability to add custom dungeons with custom rooms but that's likely a big ask. :p
I created a thread under the #mod-and-pack-ideas channel for anyone wanting to discuss how best to implement a cave API or some mod that allows backporting of true cave biomes. I discussed this with UnseenDontRun last night if you want to look into it further. I'm assuming this might help with backporting the Deep Dark and ancient cities.
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.
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
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.
I dont know if I was the only one that suggested this but this is something I am doing in my pack.
I think it’s something we could possibly do is add maybe just an extra 30 blocks to world depth and make the sea level extended
Although I’d say we have the option entirely configurable
As I’m unsure how much it’ll break other mods
Personally, I feel the compatability with other mods should be prioritized
Just vanilla biomes, I assume? Bluefire said at one point that he was basically recreating the other biomes from scratch with BiomeTweaker
No, all of them. BOP lets you change the average biome directly and biome height tweaker or biometweaker can be used to work on any other biomes
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
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
Some biomes have weird hardcoded things like the depth sandstone goes to in Desert biomes
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
Hold up... it generates down to y60 ish !?
Howd you recreate that layer? Just block replace?
I haven't. Low priority. I can just use e.g. CG stone layers to bring sandstone to the depth I want though.
AYO SOMEONE DID IT
https://www.reddit.com/r/feedthebeast/comments/1ix6i0m/back_when_i_saw_trial_vaults_being_added_to/
Did you end up adding a config for the wax item?
oh it's in now
litterally last update
kinda
it goes off of the wax oredict now
Is this the beginning of deeper depths?
Hoping for ancient cities
They're working on it, but it's kinda hard bc of the world hight