Fixed a bug where Amethyst Caves straight up do not generate... thats kinda embarrasing :P
Also....
- Changed Biome Distribution
- Painted Caves are less common and now spawn in the same region that Arid Caves do
- Black Caves and White Caves now spawn in high erosion areas—places that are flatter.
- Made Molten Caves ever so slightly rarer
Updated to 1.21!!! Plus, added a few new cave biomes!
- Updated to 1.21
- New cave biome: the White Caves
- Similar to the Black Caves, but with diorite and calcite to make it white!
- Spawns in similar locations to the Black Caves
- New cave biome: the Painted Caves
- Cave with splotches of multi-colored terracotta lining the walls
- Spawns most commonly in tropical areas
- Mildly tweaked cave biome spawning
Small update for Profundis just to get it working on 1.20.6. But oh my god, 100k downloads??? Thank you all so much!!! This means so much to me :D
Changelog:
- Updated to 1.20.6
- Added new "Forge" variant of the Cabin
- Changed biome music
- Changed packages from fireopal.profundis to firenh.profundis
A small update with a few minor changes:
- Magma Blocks occasionally generate on cave walls in Molten Caves
- New Structure: Sanctuary
- Generates in Lush Caves and Floral Lush Caves
- Fountain containing Gold Block and a Blue Axolotl
- New Structure: Blackstone Lantern
- Generates in Black Caves
- Make sure to only open the barrel at night for best loot!!! If opened during the day the loot will be lackluster
- New Structure: Deep Statue
- Generates in Frozen Caves, Mushroom Caves, Amethyst Caves, Black Caves, and Arid Caves
- Stone Statue of Minecraft Humanoid, contains Iron Blocks in its head
- Generation can occasionally be a little bit scuffed, be warned :p
Again I haven't been working on this mod very much lately, I haven't even been that into Minecraft lately. But the support is absolutely insane. Well over 50 thousand downloads?!?!? That's insane!!! Thank you so so much for the support!
Literally does nothing but update for 1.20.4—tbh 1.6.0 could've worked for 1.20.4 but its good just in case
Also I was busy during college and didn't pay much attention to this but what the?? 17k downloads??? Thank you all so much!!! I'll be sure to keep working on this now that I'm less busy. Thanks for all the support!
Two new released Cave Biomes!
- The Arid Caves generate under hotter areas. They have floors of sand and red sand, with sand in higher levels and red sand below deepslate level. The walls are made up of Terracotta bands of a variety of colours. They generate much like Frozen Caves, but in hotter biomes and rarer.
- The Floral Lush Caves are a variant of Lush Caves. They are exactly identical, except with a floor made of a variety of flowers. Pink Pedals coat the floor, while a mix of all flowers native to the Flower Forest grow in the moss.
Four new Structure Types!
- Cabins generate in every Vanilla and Profundis cave biome, but not in barren caves. They are small to mid-sized bunkers, originally constructed as small bases for miners. They each contain a few functional blocks such as furnaces and crafting tables, plus barrels with loot. The barrels typically have mediocre loot with a pickaxe thrown in, but occasionally contain more valuable treasure. In addition, the loot found in the barrels matches what biome the structure spawns in.
- Ice Dungeons are a variant on regular Monster Room Dungeons that spawn in Frozen Caves. They contain an icy arena with a Skeleton Spawner and 8 pre-spawned Strays (I opted to not use a Stray Spawner as to not contradict with Vanilla's precedent on Strays; if you would like that to change let me know!). They additionally contain four barrels full of typical dungeon loot plus snow and ice.
- Mushroom Houses are an uncommon structure generating beneath Mushroom Fields and in Mushroom Caves. They are non-hostile and contain a few chests of loot, plus some standard utilities. Loot is not very rewarding, but can be a useful source of food in a pinch.
- Amethyst Dungeons are a slightly more difficult version of regular Monster Room Dungeons. They contain one Zombie spawner and one Skeleton spawner, and a Diamond Block in the middle as a reward.
Plus, one minor change:
- Tweaked generation of Frozen Caves and Amethyst Caves: they should be slightly rarer.
This was probably the biggest update to Profundis since I created it! I'm so thankful to all of you for your support, it means so so so much to me! When I started this project I was not expecting such a positive response, so it truly means so much. Thank you all.
Three new WIP biomes!
-The Arid Caves -Full of Sand and Sandstone, with Red Sand and Red Sandstone rarely generating in the Stone layer and commonly generating in the Deepslate layer -Spawns in hot areas, very common underneath Deserts -Not as common as Frozen Caves -The Floral Lush Caves -Lush Caves full of flowers! -Has all the flowers found in a Flower Forest plus Pink Pedals! -Uncommon, spawns wherever Lush Caves can -The Dirt Caves -Very unfinished -Spawns lots of dirt blobs -I wanted to finish it today but my PC is so bad and I gave up :)
In addition, I've started work on "rooted mushrooms," a mushroom spawning on the surface similar to Azalea trees to tell you where a Mushroom cave is likely to be! They aren't yet implemented, however.
Also thank you so much for 5K downloads! It means so much!
- Black Caves are now no longer an "experimental" biome! They should be less laggy now. They can still be disabled in the config, much like all other biomes.
- Amethyst Veins should no longer generate completely underground.
- This likely also fixes the bug where Amethyst can occasionally be seen on the surface
- Shroomlights occasionally generate in the bottoms of Large Shelf Fungi
- Increased Glow Lichen in Mushroom Caves
- Additional minor changes that really don't matter
Sorry about the delay, I had a lot of personal business near the end of the school year, but over the summer I can return to modding some!
Changelog: -Updated to 1.20.1
- New Experimental biome: The Black Caves!
- Spawn in the same area Amethyst Caves do, but on the other end of the weirdness spectrum.
- Walls made of Tuff, Deepslate, and Blackstone
- This biome was inspired by "The Black Mines" in TangoTek's Hermitcraft game Decked Out!
- DISABLED BY DEFAULT; can be enabled in Config - I need to do a lot of optimization for the new features, I've lost my grace in coding since I've been gone :o
- More ice in the walls of Frozen Caves
- Less amethyst crystals/buds in Amethyst Caves
- No lava springs or lava lakes in Frozen Caves anymore
Technical Changes:
- Reformatted all Configured Features, Placed Features, and Biomes in the JSON format - I didn't code it by hand thank the lord - This is why updating took so long
- The biome layout system now references biome keys that are NOT valid at runtime, which seems to work maybe idk
- Mild Changes to Amethyst Caves
- Suspended Amethyst Veins (Large Crystals) now only generate on the ceiling and no longer in mid-air
- They now also have far more Calcite in the crystal
- Amethyst Veins now no longer generate Amethyst blocks underwater
- Amethyst Veins have better Smooth Basalt/Calcite distribution
- Amethyst Caves in general look a lot prettier and less cluttered
- Suspended Amethyst Veins (Large Crystals) now only generate on the ceiling and no longer in mid-air
This is a very large update, as Profundis updates go.
- Added the Amethyst Caves
- Generates underneath hillier areas
- Filled with Amethyst Veins with few Suspended Amethyst Veins in the air
- Added translation keys for every biome
- Added new mod icon showcasing Amethyst Caves and the 1.4 version number
- Added Shelf Fungi to Mushroom Caves
- Three types: Brown, Red, and White (Mushroom Stem Block)
- Can come in small and large sizes
- Added specific music to biomes
- Frozen Caves shares Frozen Peaks music
- Mushroom Caves shares Lush Caves music
- Molten Caves shares Dripstone Caves music
- Changed where Mushroom Caves generate:
- Rather than generating where humidity is low, they generate where it is high
- To prevent conflicting with lush caves (which also generates where humidity is high) mushroom caves generate where it is slightly less humid, but have very specific weirdness, continentalness, and temperature parameters so mushroom caves don't always entirely surround lush caves
- On average, mushroom caves should be smaller
- They are no longer biased to generate in cold places; they are now biased to generate in temperate to tropical places (temperature index 2 to 3). They still should be able to generate in any temperature, but they are overwhelmingly biased there.
- Added all cave biomes to the same surface rules as Stony Shore
- This was added so that cave biomes would not generate grass underground sometimes, which looks especially wrong in biomes such as Badlands.
There was one major change in this release:
- Changed the algorithm used to make many of the cave surface features.
This has many side effects:
- Different looking cave surfaces (duh)
- Mycelium is more dense in the mushroom caves
- Cave surfaces are now multiple blocks deep (this includes some of the ice patches in frozen caves)
One more unrelated change:
- Smooth Basalt and Basalt surfaces now appear in molten caves above y=0