It's often been suggested that there ought to be more structure variation depending on the biomes that structures are found in- usually in reference to structures on the surface world. I generally appreciate these ideas, and the 'Repurposed Structures Mod' (Link Here) works wonderfully to add a bit more variation without taking away the vanilla feel. But what about subterranean structures? It only makes some sort of sense that they also ought to show some variation depending on the subterranean biome they're found in.
Ironically, this has already happened to some extent with the lush caves, where flora from the lush caves creeps into nearby strongholds and mineshafts. This idea would consist of, more or less...
Lush Mineshafts & Dungeons, which, as the name implies, have become overgrown with exotic flora and moss.
Dripstone Mineshafts & Dungeons, which would incorporate the stone type from their respective biome? Since there isn't yet much else in the Dripstone Caverns, I'm not entirely sure what this should consist of.
Dark Mineshafts & Dungeons, which only generate out of deepslate blocks when dungeons or mineshafts occur deeper in the world. These would look really cool, and would make since given their surroundings.
Deepslate Strongholds, I for one get the feeling that strongholds are going to be changed soon- which, really, they're long overdue for. Seeing as Strongholds seem to now only generate in the deepslate layer, if figures that they ought to generate out of different variations of the local stone.
Another simple change for mineshafts is to have their wood type depend on the type of trees in the biome; for example, taigas have spruce wood, jungles have jungle wood, and birch forests have birch wood, with treeless biomes defaulting to oak, as I've implemented myself.
Also, as far as biome-specific stone types go, a great way to increase underground variation is to have all stone be replaced with biome-specific variants; I've added "biome stone" which has sandstone, hardened clay, snow, packed ice, etc variants, along with ores to match:
Biomes that have snow/ice-based blocks are also notable for not having any lava whatsoever, including below cave lava level, which has water instead (as also seen above, which also shows how they are separated):
I even added biome-specific variants of bedrock, which is a darkened version of the "biome stone block" texture:
This does mean that you may want to add some way to obtain normal stone, though I don't consider it to be a major issue since these biomes aren't very suitable for players to live in anyway due to a lack of food and wood and the game tries to avoid setting world spawn in them (with the exception of an "oasis" biome in deserts, which has cobblestone under the dirt layer. Cobblestone generators also work as usual).
It's often been suggested that there ought to be more structure variation depending on the biomes that structures are found in- usually in reference to structures on the surface world. I generally appreciate these ideas, and the 'Repurposed Structures Mod' (Link Here) works wonderfully to add a bit more variation without taking away the vanilla feel. But what about subterranean structures? It only makes some sort of sense that they also ought to show some variation depending on the subterranean biome they're found in.
Ironically, this has already happened to some extent with the lush caves, where flora from the lush caves creeps into nearby strongholds and mineshafts. This idea would consist of, more or less...
Lush Mineshafts & Dungeons, which, as the name implies, have become overgrown with exotic flora and moss.
Dripstone Mineshafts & Dungeons, which would incorporate the stone type from their respective biome? Since there isn't yet much else in the Dripstone Caverns, I'm not entirely sure what this should consist of.
Dark Mineshafts & Dungeons, which only generate out of deepslate blocks when dungeons or mineshafts occur deeper in the world. These would look really cool, and would make since given their surroundings.
Deepslate Strongholds, I for one get the feeling that strongholds are going to be changed soon- which, really, they're long overdue for. Seeing as Strongholds seem to now only generate in the deepslate layer, if figures that they ought to generate out of different variations of the local stone.
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
Another simple change for mineshafts is to have their wood type depend on the type of trees in the biome; for example, taigas have spruce wood, jungles have jungle wood, and birch forests have birch wood, with treeless biomes defaulting to oak, as I've implemented myself.
Also, as far as biome-specific stone types go, a great way to increase underground variation is to have all stone be replaced with biome-specific variants; I've added "biome stone" which has sandstone, hardened clay, snow, packed ice, etc variants, along with ores to match:
Biomes that have snow/ice-based blocks are also notable for not having any lava whatsoever, including below cave lava level, which has water instead (as also seen above, which also shows how they are separated):
I even added biome-specific variants of bedrock, which is a darkened version of the "biome stone block" texture:
This does mean that you may want to add some way to obtain normal stone, though I don't consider it to be a major issue since these biomes aren't very suitable for players to live in anyway due to a lack of food and wood and the game tries to avoid setting world spawn in them (with the exception of an "oasis" biome in deserts, which has cobblestone under the dirt layer. Cobblestone generators also work as usual).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?