Replaced most textures with new textures made by MTX1996
Added Ruby ore and block
Added Compressed and Deep Compressed Sapphire, Aquamarine, Silver, and Ruby ores
Added Rotten Planks and Rusty Iron Bars
Added Silver and Ametrine-tipped Silver Pickaxe, Axe, Shovel, Hoe, and Sword
Added Magma Stone
Addded 13 colors of Crystal blocks to Crystal and Mutation levels
Changed development phase from beta to release
did you finally fix the neighbors crash caused by cofhcore mod?
Ok you got some bugs to fix I found alot of them checking to see if you fixed them all.
Check cofh core neighbors crash to see if it's fixed
FAR VOID INSTA KILLS YOU IN CREATIVE WHAT THE HECK!!!!!!!!!!!!!! NEED SOME TYPE OF VOID ARMOR TO PREVENT VOID DAMAGE....
Missing "Void level"
lava level = disappointing (not looking near what the original person said to make it look like)
compressed lapis = didn't fit in
compressed redstone = doesn't drop enough
dark iron ore doesn't drop dark iron ore
no recipe to smelt dark cobblestone to cobblestone > AKA CHECK STONE SMELTING RECIPES PLEASE
the darkness not seing any void mobs
no option to disable the dimensions from constantly loading
severe lag spikes and freezing with the mutation dimension
Some/if not all layers spawn you at the bottom rather then the top area
Your mobs say minecraft with waila rather then your mod
levels below compressed redstone that are not regular vanilla ores should drop multiple drops
This is since evil layer has them... Should have vanilla dungeons and maybe some type of mineshafts (vanilla) and strong holds on most layers
intentional regular stone gening y43 in final laberenth???
Missing:
Hardware level:
This is also a level you should be familiar with.
The caves haven't really started yet,
but there should be plenty of iron and coal lying around.
Mob level:
This is usually around level 20 or 30.
This is before some of the rare ores start appearing,
and there are monsters swarming the place.
Rare Ore level:
This is the last level you're familiar with
This is around where you get all the diamonds
lapis, redstone, emeralds, gold, etc.
At this point, you have to jump through a portal to the next level.
Pictures To Help You On Some Missing Levels:
http://imgur.com/a/nANSL
Suggestion: new dungeons each layer
Suggestion: add a config option(default:false)teleport to the nether after near nether remove bedrock of nether and then teleport to the next layer
Suggestion: add a config option(default:false)to teleport to the end after the "void" or "far void" and fall into the void into the end and wind up in the next layer
Suggestion: get rid of all biomes as that takes up valuable space in the 256 array and make it so the dimensions generate the terrain.
Ok you got some bugs to fix I found alot of them checking to see if you fixed them all.
Check cofh core neighbors crash to see if it's fixed I'll look into this.
FAR VOID INSTA KILLS YOU IN CREATIVE WHAT THE HECK!!!!!!!!!!!!!! NEED SOME TYPE OF VOID ARMOR TO PREVENT VOID DAMAGE.... I'll disable the void damage in creative. To prevent it in survival, have a void charm in your inventory.
Missing "Void level" I merged it with the Far Void level.
lava level = disappointing (not looking near what the original person said to make it look like) I'll consider adding more lava (which is the main difference I think).
compressed lapis = didn't fit in How doesn't it fit in? The texture? Or something else?
compressed redstone = doesn't drop enough I might increase the drop a bit.
dark iron ore doesn't drop dark iron ore This will be fixed.
no recipe to smelt dark cobblestone to cobblestone > AKA CHECK STONE SMELTING RECIPES PLEASE I'm a little confused. Do you mean Deep Cobblestone (Dark Stone has no cobblestone form)? If so, I'll look into it, though it should smelt to Deep Stone, not vanilla cobblestone. If you're asking about Dark Stone, all the stone types should also be oredicted to vanilla stone/cobblestone (for type with no cobble form, to both stone and cobblestone). If they aren't, that's a bug.
the darkness not seing any void mobs I don't understand this bug. Can you provide more detail?
no option to disable the dimensions from constantly loading What do you mean by this? I thought that dimensions are never loaded in memory unless you're in them.
severe lag spikes and freezing with the mutation dimension This is because the Venenium is flowing downwards on world load. I'll see if I can do something about that.
Some/if not all layers spawn you at the bottom rather then the top area This is a known bug caused by the structure of those levels (e.g. Forgotten). I'll see if there is an issue like using the wrong teleporter class, but if not, not much canbe done without altering the terrain of the levels.
Your mobs say minecraft with waila rather then your mod I'll look into this.
levels below compressed redstone that are not regular vanilla ores should drop multiple drops Do you mean that all custom ores in levels below Compressed should drop more than one item? I'm unclear about this.
This is since evil layer has them... Should have vanilla dungeons and maybe some type of mineshafts (vanilla) and strong holds on most layers I'll look into this. I've seen strongholds on multiple levels before (e.g. abandoned caves). If they've disappeared, that's a bug.
intentional regular stone gening y43 in final laberenth??? I'll look into this. Was this a layer of stone, or was this a random patch? If it was a random patch, it could have been related to a lake.
Missing: I consider all of these part of the vanilla Overworld.
Hardware level:
This is also a level you should be familiar with.
The caves haven't really started yet,
but there should be plenty of iron and coal lying around.
Mob level:
This is usually around level 20 or 30.
This is before some of the rare ores start appearing,
and there are monsters swarming the place.
Rare Ore level:
This is the last level you're familiar with
This is around where you get all the diamonds
lapis, redstone, emeralds, gold, etc.
At this point, you have to jump through a portal to the next level.
Suggestion: new dungeons each layer I might do this at some point, but not this update.
Suggestion: add a config option(default:false)teleport to the nether after near nether remove bedrock of nether and then teleport to the next layer I consider the Nether a separate dimension which partially comes through into the Overworld in the Near Nether level, so I won't add this.
Suggestion: add a config option(default:false)to teleport to the end after the "void" or "far void" and fall into the void into the end and wind up in the next layer Same as for the Nether, I consider the End separate. Plus, I don't really think that the Ender Dragon battle belongs in the Deeper Caves.
Suggestion: get rid of all biomes as that takes up valuable space in the 256 array and make it so the dimensions generate the terrain. Good idea.I'll try to do this.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Sorry these responses are not in parallel with previous comments was using the mod as I wrote this down.
I would write everything down between this one and the previous one sorry for the wall of text.
Yes the compressed lapis texture
I seem to see the recipe of dark cobblestone now maybe NEI was glitching...
Isn't the darkness dimension suppose to have void mobs I seen them their in previous versions. The difficulty is hard
According to alot of mods the dimension keeps loading unless is configed otherwise for example divinerpg, twilight forest? Memory goes up and it won't go back down after I am out of the dimension I think this is the issue
" I:"Iceika dimension ID"=-114
B:"Keep loading Apalachia"=false
"
" levels below compressed redstone that are not regular vanilla ores should drop multiple drops Do you mean that all custom ores in levels below Compressed should drop more than one item? I'm unclear about this. "
Yes because, everything in deeper layers unless regular stone is more compressed should be due to pressure of the earth. Not saying each layer should have more then the previous if custom ore but..... still would make sense to me
Suggestion RND Drop: 1-3 or something like that.
Do these ores work with fortune?
Basically take a debug look at your compressed ores and even your deep compressed ores some appear to not even be functioning as intended(Drops) not sure which test them all
I also think each layer below a certain layer should get harder like contain gasses and explosions and you need to get protection special gear of that dimension but, do the bug fixes and farlands first.
Only seem to see stone around the lava lake. Quick question without my mod bedrock tools how do you expect anybody to break the bedrock and what is the goal of that dimension? I don't know I just feel like there should be something like void proof armor a boss after like 8 layers of cave travel.
Those other missing levels were by the original idea creator
Note: I changed your border layer portal to dark stone from another mod as it was giving me a headache looking up seeing something that should only be seen from another realm not vanilla cave layers
http://imgur.com/a/3Iddg
Nice to know you will be removing all biomes and converting to dimensions and fixing up the other issues. However if you wait a couple months minecraft 1.13 will be out with greatly extended ids hopefully as advertised.
I hope you fix the farlands mod first though classicraft needs to be finished with your mod....
Ok I noticed three more bugs neither of these buckets have a fuel time and they should have more then lava. Depending on which layer you get the liquid at the higher the smelting time is what I would suggest doing:
I've found a big incompatibility. It is with Realistic Terrain Generation mod. When I generate a world with it (it has specific world type also) your levels don't generate as they are intended. I spawn in a small room at the top of the world. Each level is simply filled with stone and rare caves/mineshafts. If there are special ores/resources - they are embedded in stone.
But if I generate a Default type world, vanilla - levels generate just fine, as intended.
I tried your mod in it's latest version and RTG of 1.1.1.6 and 1.1.1.3.
If the developer of this mod comes back to it, wanted to say the following, epic mod and thank you so much for it! Now for a requested feature. Id like to be able to add mobs using entity ids in a config file to the various levels, so far ive been able to do this with lycanties and a couple others due to their mods having a feature that allows for their mobs to spawn in other dimensions other than the overworld, but I'd like to be able to add in certain advent of ascension mobs etc to your levels. A Similar system for ores, that allow custom oregen veins to spawn by giving the block id, this would allow me to be able to free up my overworld from an over abundance of ores by blacklisting them in the overworld but whitelisting them to spawn in various sensible deeper caves levels,this would also allow me to give myself and fellow players rewards for digging so deep, etc etc.
If its alot to code in, then nevermind, however if not, it would definantly help with the mods useability. Its already a must for me, but being able to tweak it even more would be awesome!
Finally one feature that may be impossible to code in, a feature that adds a custom level for us to drop into that is configurable via config as well. Say the Abyssal Wasteland etc from Abyssalcraft by dropping down from the labyrinth, or the erebus, or a secondary overworld that is on the oppisate side of the map. etc etc added this suggestion in on a whim so.
If the developer of this mod comes back to it, wanted to say the following, epic mod and thank you so much for it! Now for a requested feature. Id like to be able to add mobs using entity ids in a config file to the various levels, so far ive been able to do this with lycanties and a couple others due to their mods having a feature that allows for their mobs to spawn in other dimensions other than the overworld, but I'd like to be able to add in certain advent of ascension mobs etc to your levels. A Similar system for ores, that allow custom oregen veins to spawn by giving the block id, this would allow me to be able to free up my overworld from an over abundance of ores by blacklisting them in the overworld but whitelisting them to spawn in various sensible deeper caves levels,this would also allow me to give myself and fellow players rewards for digging so deep, etc etc.
If its alot to code in, then nevermind, however if not, it would definantly help with the mods useability. Its already a must for me, but being able to tweak it even more would be awesome!
Finally one feature that may be impossible to code in, a feature that adds a custom level for us to drop into that is configurable via config as well. Say the Abyssal Wasteland etc from Abyssalcraft by dropping down from the labyrinth, or the erebus, or a secondary overworld that is on the oppisate side of the map. etc etc added this suggestion in on a whim so.
Perhaps, for the third option, an option to simply use an existing dimension as a layer.
Would need two variables:
1: The dimension above, AKA where to insert it in the layer order
2: The ID of the dimension in question
So for example, after the chasm layer, you could fall into the Twilight Forest or the Deep Dark or something, would be absolutely amazing.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I know this may be a mild necro, but I'm building a modpack for my friends and I want this in it. The links to download are down and I don't have the skills necessary to compile it from github. Does anyone know of somewhere else this mod is hosted?
I believe i have an old 1.7.10 version of the mod lieing around, aside from that.
This mod had(s) the Potential to be one of the best content/Expoloration mods that exists. Props to the creator, but i just wish you would update to it 1.10+(1.12), i enjoyed this mod when friends and I solely played 1.7.10, but now im the only one wanting to stick with 1.7.10 and my friends have moved on to 1.10+ this mod ALONE has made me want to stay 1.7.10. I have yet to actually beat the entire trip down, havent taken the time, havent even cheated down, the mod has a massive amount of time needed to be put in that the "lacking content" almost doesnt matter.
To be Honest, if this mod dev. could do a Colaberation with a larger Content Developer who could add a progression system that would be a Dream.
not needed, i like the mod as is, just wish it was 1.10+
(Still better than Twilight Forest in terms of exploration!)
10/10 would download and play in every modpack again.
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Can you please add downloads for older pre-release versions? Like, if this one will have issues I would try previous. Also, where can I contact you on the matters of possible compatibility issues with Deeper Caves?
so you going to fix the issues I sent you I know they were alot but, most were minor bug fixes you could do in 10 minuets per bug. As for the farlands you just need to kill the gravel if the attempted spawn of gravel says it can't be falling there
Yay, even more great news! Keep up the good work man, I'm looking forward to the next update.
did you finally fix the neighbors crash caused by cofhcore mod?
Ok you got some bugs to fix I found alot of them checking to see if you fixed them all.
Thanks for the bug reports! My responses are in bold.
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Sorry these responses are not in parallel with previous comments was using the mod as I wrote this down.
I would write everything down between this one and the previous one sorry for the wall of text.
Ok I noticed three more bugs neither of these buckets have a fuel time and they should have more then lava. Depending on which layer you get the liquid at the higher the smelting time is what I would suggest doing:
Molten Liquids Don't burn items
My friend said this was suppose to disintegrate the water.
I've found a big incompatibility. It is with Realistic Terrain Generation mod. When I generate a world with it (it has specific world type also) your levels don't generate as they are intended. I spawn in a small room at the top of the world. Each level is simply filled with stone and rare caves/mineshafts. If there are special ores/resources - they are embedded in stone.
But if I generate a Default type world, vanilla - levels generate just fine, as intended.
I tried your mod in it's latest version and RTG of 1.1.1.6 and 1.1.1.3.
Please, take a look into that.
What is the status on bug fixing?
Does the forgotten charm currently have a use? couldn't find any information on it.
If the developer of this mod comes back to it, wanted to say the following, epic mod and thank you so much for it! Now for a requested feature. Id like to be able to add mobs using entity ids in a config file to the various levels, so far ive been able to do this with lycanties and a couple others due to their mods having a feature that allows for their mobs to spawn in other dimensions other than the overworld, but I'd like to be able to add in certain advent of ascension mobs etc to your levels. A Similar system for ores, that allow custom oregen veins to spawn by giving the block id, this would allow me to be able to free up my overworld from an over abundance of ores by blacklisting them in the overworld but whitelisting them to spawn in various sensible deeper caves levels,this would also allow me to give myself and fellow players rewards for digging so deep, etc etc.
If its alot to code in, then nevermind, however if not, it would definantly help with the mods useability. Its already a must for me, but being able to tweak it even more would be awesome!
Finally one feature that may be impossible to code in, a feature that adds a custom level for us to drop into that is configurable via config as well. Say the Abyssal Wasteland etc from Abyssalcraft by dropping down from the labyrinth, or the erebus, or a secondary overworld that is on the oppisate side of the map. etc etc added this suggestion in on a whim so.
Perhaps, for the third option, an option to simply use an existing dimension as a layer.
Would need two variables:
1: The dimension above, AKA where to insert it in the layer order
2: The ID of the dimension in question
So for example, after the chasm layer, you could fall into the Twilight Forest or the Deep Dark or something, would be absolutely amazing.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I know this may be a mild necro, but I'm building a modpack for my friends and I want this in it. The links to download are down and I don't have the skills necessary to compile it from github. Does anyone know of somewhere else this mod is hosted?
Cubic Chunks Suggestion! (Link in text mode because banner image is 404) Cubic Chunks Mod below:
I believe i have an old 1.7.10 version of the mod lieing around, aside from that.
This mod had(s) the Potential to be one of the best content/Expoloration mods that exists. Props to the creator, but i just wish you would update to it 1.10+(1.12), i enjoyed this mod when friends and I solely played 1.7.10, but now im the only one wanting to stick with 1.7.10 and my friends have moved on to 1.10+ this mod ALONE has made me want to stay 1.7.10. I have yet to actually beat the entire trip down, havent taken the time, havent even cheated down, the mod has a massive amount of time needed to be put in that the "lacking content" almost doesnt matter.
To be Honest, if this mod dev. could do a Colaberation with a larger Content Developer who could add a progression system that would be a Dream.
not needed, i like the mod as is, just wish it was 1.10+
(Still better than Twilight Forest in terms of exploration!)
10/10 would download and play in every modpack again.
I have Made a Youtube lets play series where one of my main goals is to go all the way down to the
bottom of the Deeper caves worlds In survival here's a link to the playlist:
I dunno if this is necroposting or not considering the post preceding me, so apologizes if it is.
But awesome mod, please continue to develop it. I have played Alot of mod's, and this and thaumcraft are my all time favorite mod's.
P.S. If the creator is truly gone, can someone get his permission to continue to develop the mod?
hey, does anyone have a download link for the 1.0.0 version of this mod? author has been gone since 2017 and all the download sites are broken
Sorry! I've been inactive here.
https://www.dropbox.com/s/xl71c3rzsrrf9uz/DeeperCaves-1.0.0-mc1.7.10.zip?dl=1 (1.0.0 version)
Links to Mods: EndPlus | Deeper Caves | FarLands
"Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature." -RainbowGirl
Oh, thank you very much, Valiec!
Can you please add downloads for older pre-release versions? Like, if this one will have issues I would try previous. Also, where can I contact you on the matters of possible compatibility issues with Deeper Caves?
so you going to fix the issues I sent you I know they were alot but, most were minor bug fixes you could do in 10 minuets per bug. As for the farlands you just need to kill the gravel if the attempted spawn of gravel says it can't be falling there
can you update this mod to newer versions of minecraft?
Hi I'm a real cyborg i am not a fake one sub to my YT channel https://www.youtube.com/channel/UC_0L69vz7rqUY3oDjpwG2jA?view_as=subscriber