As A LOT of you have been asking, we are making a re-write to the cave API. We know they generate to often, replace vanilla caves, ect. We are working to remove all of that in the new cave API, we will simply generate new caves. This is not an easy task, expect some wait time.
Thank you for your patience.
OVERVIEW
Ever found Vanilla Minecraft's caves unfathomably boring? Ever wished there were more rewards for exploration in the game? Do you, on a nightly basis, sit in your bed and softly pray that one day people will stop starting overviews with a series of questions that you have no way of responding to, as you shed a single tear for the deplorable soup of un-creativity that internet literature has fallen into? Well, if you answered yes to those first two questions and tl;dr: the third one, this is quite possibly the mod for you!
Elemental Caves adds a series of "underground biomes" to the game; caves made of different stone types, containing various new blocks, items, and resources. Each cave is themed around a certain "element" -- the current three being Forest, Ice, and Fire -- and generates in biomes with corresponding climates. In addition to making exploration more interesting, the caves also feature a variety of useful resources, such as powerful new tools and armor, as well as transformative Crystals, which can be used to terraform the very earth around them.
Due to some of the caves being more difficult to traverse than others, it may be difficult to explore certain types of caves early-game. If you are playing survival, it is HIGHLY recommended that you visit at least one normal cave before visiting any of the elemental ones, and then progress from there to the Forest cave, then to the Ice caves, and finally to the Fire caves. However, if you think you're pro enough to brave the dangers of the Fire caves before harnessing the freezing powers of the Ice caves, power to you. (You're probably going to die ). Elemental Caves was originally created for the 96 hour mod making competiton, modjam.
CAVE TYPES
These are the caves in order of progression (Which ones you should visit first to last).
Forest Caves
Forest Caves generate in Forest and Jungle biomes. Floored with Rich Grass and Soil, Forest Caves are incredibly useful when found early-game. The green Earth Crystals on the ceiling fertilize all nearby blocks. This property can be especially useful for setting up fast-growing farms in the caves, but the constant re-growth of Tall Grass and Flowers makes Forest Caves especially difficult to navigate.
Ice Caves
Ice Caves generate in snowy biomes, such as Snow Plains or Ice Spikes. While being much more easily navigable than the cluttered jungle of Forest Caves, moving through Ice Caves can be difficult, as the ground it composed entirely of the very slippery Ancient Ice that has formed in them over the years. The temperatures of the Ice Caves are also very low, causing the player to move much more slowly than normal. The blue Ice Crystals found here can be used to freeze blocks, and are especially useful for traversing through hot areas, if the player can obtain them.
Fire Caves
Fire caves generate in hot biomes, such as Deserts or Savannas. Due to the extreme underground heat caused in these biomes, most of their floor has melted into Lava, making them extremely dangerous, if not impossible to traverse without proper gear. However, the risk of these caves, in many cases, is well worth the reward, as the Diamond Ore that generates in them gives double drops, even without a Fortune-enchanted Pickaxe. The red Fire Crystals that spawn here are extremely volatile, and can melt or set fire to nearly anything within their area of effect.
Gems/Crystals
Forest Gem - Right click the throw, applies bonemeal in a 6 block radius of where it was thrown.
Ice Gem - Right click to throw, applies freeze effect in a 6 block radius
Magma Gem - Right click to throw, applies melt effect in a 6 block radius.
All gems are used to craft their corresponding tool set.
All tools apply there elemental effect when right clicked.
Please note that we have many more caves and elements planned for the future
For a complete list of features, visit the official Elemental Caves Features List Here.
SHOWCASE
SCREENSHOTS
DOWNLOAD
*Requires latest version of Minecraft Forge. Just download and run installer.
Create your own caves using our Caves API! Simply download the deobf and sources builds from our releases here. Link the deobf to your workspace, and link your source to your deobf jar once added to eclipse. In-depth tutorial coming soon.
KNOWN BUGS
-Sometimes, worlds may take very long to load, or chunks will not load at all. Try re-loading your world.
-In some biomes, every cave is an elemental cave. We're working on this.
-Rich Soil and Tilled Rich Soil are a bit buggy as far as what can be planted on them.
-Icefloe cannot be picked up in a Bucket.
If you find any bugs, please report them here. Make sure they aren't already on that list.
CREDITS
SoBiohazardous - Coder and Project Manager
Delocuro - Texture Artist and Concept Creator
Clashsoft - Resident Java Wizard
Made during 4 day modding competition Modjam
ALSO
Be sure to check out our other mod, Minestrappolation! It's a massive compilation of all sorts of cool stuff, so if caves aren't your thing, check out Minestrapp here!
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Reminds me of Zelda games for some reason. But in all honesty, I never explored caves in Minecraft because they were all the same thing and were infested with creatures. Creating your own mine was much more simple than going into a cave and risking everything.
The mod its self is gorgeous. It is questionable why ores in them still look gray which is out of place, but I digress because this was made in 96 hours.
Now, let's not do the generic "Fire, Wind, Water/Ice, Rock" thing. I would love to see some crazy elements like Spquirdiam which is infested with evil Spquirds protecting the crystals of the area. The Spquirdiam Crystal causes odd things to happen like Zombies to suddenly turn into cakes and Endermen to be nice, as well as potato crops turning into coal ore.
Rollback Post to RevisionRollBack
The reason Godzilla 2014 failed was because there was no Mothra in it.
Mothra is the only reason Godzilla is good. Mothra saved the movie industry. If Mothra never existed nobody would like movies. The reason many people hate Call of Duty is because it lacks Mothra.
I changed my name to MothraFanboy27.
Reminds me of Zelda games for some reason. But in all honesty, I never explored caves in Minecraft because they were all the same thing and were infested with creatures. Creating your own mine was much more simple than going into a cave and risking everything.
The mod its self is gorgeous. It is questionable why ores in them still look gray which is out of place, but I digress because this was made in 96 hours.
Now, let's not do the generic "Fire, Wind, Water/Ice, Rock" thing. I would love to see some crazy elements like Spquirdiam which is infested with evil Spquirds protecting the crystals of the area. The Spquirdiam Crystal causes odd things to happen like Zombies to suddenly turn into cakes and Endermen to be nice, as well as potato crops turning into coal ore.
Thanks! We will definitely have something like this. And yes, the normal ores will be changed soon to match the caves.
Did you re-generate your world? We tested this, and it seems to work fine.
I started on a completely new world (well, it used the same seed as another world I had), and it had Biomes O Plenty and a few world generation mods, but unless there are any incompatibilities, I don't think I did anything wrong.
I started on a completely new world (well, it used the same seed as another world I had), and it had Biomes O Plenty and a few world generation mods, but unless there are any incompatibilities, I don't think I did anything wrong.
Well biomes o plenty uses its own world type, so caves do not spawn in biomes o plenty worlds. Support for this should come soon.
Glad to hear that people are enjoying the mod already! Seeing as this is essentially the exact same version we released for modjam, the mod isn't even close to done yet, so expect some awesome content updates in the relatively near future.
Reminds me of Zelda games for some reason. But in all honesty, I never explored caves in Minecraft because they were all the same thing and were infested with creatures. Creating your own mine was much more simple than going into a cave and risking everything.
The mod its self is gorgeous. It is questionable why ores in them still look gray which is out of place, but I digress because this was made in 96 hours.
Now, let's not do the generic "Fire, Wind, Water/Ice, Rock" thing. I would love to see some crazy elements like Spquirdiam which is infested with evil Spquirds protecting the crystals of the area. The Spquirdiam Crystal causes odd things to happen like Zombies to suddenly turn into cakes and Endermen to be nice, as well as potato crops turning into coal ore.
Thanks for the support! Yes, the ores are a bug, and will be one of the first things we'll be fixing as we move forward with the mod, since they look super ugly with the cave rock types. As for other elements, while we probably won't have anything that ridiculous, we do have a number of new cave types planned, such as Fungal Caves filled with Giant Mushrooms, Desert Caves complete with Cacti and Mummies, and Radioactive Caves covered in hazardous goo. More updates on planned features will be coming soon.
Updates on what our plans for future content and such will be coming soon, so if keeping up on the forum page isn't your thing, be sure to follow us on twitter at @MinestrappDev, @SoBiohazardous, or @Clashsoft, where we post fairly frequent updates about this mod, as well as our other mod, Minestrappolation.
Was wondering how compatible this mod is with the underground biomes mod. Underground biomes seems to just replace stone in the generation does this also work the same way or does it pre-determine cave locations and just places them there?
Elemental Caves - A New Element in Exploration
Hmm, I just tested it and it seems to work fine. If anyone else gets this, please let me know.
The mod its self is gorgeous. It is questionable why ores in them still look gray which is out of place, but I digress because this was made in 96 hours.
Now, let's not do the generic "Fire, Wind, Water/Ice, Rock" thing. I would love to see some crazy elements like Spquirdiam which is infested with evil Spquirds protecting the crystals of the area. The Spquirdiam Crystal causes odd things to happen like Zombies to suddenly turn into cakes and Endermen to be nice, as well as potato crops turning into coal ore.
The reason Godzilla 2014 failed was because there was no Mothra in it.
Mothra is the only reason Godzilla is good. Mothra saved the movie industry. If Mothra never existed nobody would like movies. The reason many people hate Call of Duty is because it lacks Mothra.
I changed my name to MothraFanboy27.
http://www.minecraftforum.net/topic/1651891-172forgegotolink-updates-formivores-mods-customization-and-mob-support/#WildCaves
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I support....
Definitely considering this!
Sorry, hopefully the mirror works!
Thanks! We will definitely have something like this. And yes, the normal ores will be changed soon to match the caves.
Sweet! That would be fantastic!
Sorry! It should be fixed now.
Did you re-generate your world? We tested this, and it seems to work fine.
I started on a completely new world (well, it used the same seed as another world I had), and it had Biomes O Plenty and a few world generation mods, but unless there are any incompatibilities, I don't think I did anything wrong.
Well biomes o plenty uses its own world type, so caves do not spawn in biomes o plenty worlds. Support for this should come soon.
Thanks for the support! Yes, the ores are a bug, and will be one of the first things we'll be fixing as we move forward with the mod, since they look super ugly with the cave rock types. As for other elements, while we probably won't have anything that ridiculous, we do have a number of new cave types planned, such as Fungal Caves filled with Giant Mushrooms, Desert Caves complete with Cacti and Mummies, and Radioactive Caves covered in hazardous goo. More updates on planned features will be coming soon.
In the future maybe, but we'll probably be focusing on content creation and bugfixing before we start adding support for other mods.
Cool beans! Mod reviews are always appreciated.
Updates on what our plans for future content and such will be coming soon, so if keeping up on the forum page isn't your thing, be sure to follow us on twitter at @MinestrappDev, @SoBiohazardous, or @Clashsoft, where we post fairly frequent updates about this mod, as well as our other mod, Minestrappolation.
Great! The more spotlights, the better!