CaveRealms
This mod, borrowing from the concepts of skylands, creates huge underground caverns that extend for hundreds of blocks. Within these caverns lie stalagmites of glowing crystals, small glowing gems littering the floor, and variable terrain. Further more, as of version 0.2, stalagmites and stalactites also spawn, and the texture as well as the structure of the crystal stalagmites has been improved. Not to mention plentiful lava and even water springs. Caves spawn between y = -700 and -33,000, and can be quite extensive. Works with stable Minetest as well, and currently chunk generation takes roughly 120 to 170 ms, LuaJIT. In version 0.2.9, chunk generation currently took about 180-250 ms, LuaJIT. (Some people have gotten as low as 90 ms, however, due to better hardware than a laptop :P )
Now, starting with version 0.3, the caves are much larger and more 3-dimensional, having no cutoff at chunk borders as in the old versions. This is largely thanks to a recode with paramat's subterrain mod as the base, which I thoroughly altered and overlaid with extra noise. Many of the bugs inherent in the old version have also been fixed, with far fewer irregularities.
Currently, the caves have four biomes: moss, fungi, algae, and glaciated. The moss biome has blue crystal stalagmites and small glowing crystals on the ground, and moss covers the ground. The fungi biome has green crystal stalagmites highlighting the lichen-covered landscape, and luminescent purple mushrooms as well as green mycena mushrooms dot the ground, while giant mushrooms loom about. The algae biome is the least developed right now, but it features yellow-green algae covering the ground, and, on a slightly rare chance, glowing mese crystal stalagmites and stalactites. The glaciated biome has ground covered with two layers of ice, and has thin ice around the edges. Stalagmites and stalactites can be made of this ice as well, and the stalactites can be lethal as well: every time you dig a node of ice from them, there's a chance that the whole stalactite will come crashing down, greatly hurting or killing anyone standing beneath. (Note that there is an option in the config.lua file to turn this off.) Additionally, all biomes have glow worms hanging from the ceiling. In version 0.4 onward, a whole extra realm also appears: the Dungeon Masters' Lair. Between y=-4000 and -5000 lies this treacherous place where nothing is hospitable. But exploring it is worth it, for the Fortresses found down there have chests full of somewhat valuable items within.
To control the rarity of the caves, adjust the TCAVE setting in the config file. In version 0.2.9, this setting was at the start of the init file, under the names CLUSAV and CLUSAM.
CLUSAV controls the rarity of the caves, ranging in value from -1 to 0, with -1 being the smallest and rarest and 0 being the most common. The default is -0.5, which still yields a fairly large amount of caverns of considerable size, close to what they were before.
CLUSAM is the size and density threshold of the caves. This value goes from 0 (least variation) to 1 (most variation). 0.5 is the default, which also works fairly well.
Now in version 0.5, a new option was added to the config file: CAVESPAWN. This option, disabled by default, allows for you to automatically spawn underground in the caverealms. In some cases, you may be spawned near the ceiling of the cave, so consider disabling damage the first time you spawn.
Version 0.8 introduces the Deep Realms, inspired by `Zeno's fork of CaveRealms. Once you cross the -7000 depth, these biomes replace the regular caves, now adding three new environments: the salt crystal biome, the glowing obsidian biome, and the coal dust biome. The salt crystal environment is marked by its translucent floors, salt crystal decorations, and large, cubic, and pink salt crystals. The glowing obsidian biome is just what it sounds like: two new kinds of obsidian that glow, although the reddish one has traces of lava in it. So if you get trapped in one of those blocks, you will take damage. Fires also dot the landscape. Finally, the coal dust biome is the cave variant of a desert, featuring both desert sand and stone mini-stalagmites. However, the biome gets its name from the black dust blocks and coal blocks that mottle the landscape. The coal dust can also be crafted into coal blocks by placing them 3x3 on the crafting grid.
Also, there are a few crafting recipes for this mod:
Spoiler
Glow Mese Crystal > 8 Mese Crystal Fragments:
8 Mese Crystal Fragments + Mycena Essence > Glow Mese Crystal:
Thin Ice > Water Source
[no image]
Coal Dust > Coalblock
Fill the craft grid with coal dust. [no image]
Planned features:
- More underground vegetation and biomes
- More new stones
- A "Center of the Earth" environment that goes beyond mere caves. THE cave.
Textures by HeroOfTheWinds
License: WTFPL
Depends: default
GitHub: https://github.com/HeroOfTheWinds/minetest-caverealms/
Download: https://github.com/HeroOfTheWinds/minet ... master.zip
(Legacy) Version 0.2.9 Download: https://github.com/HeroOfTheWinds/minet ... /tag/0.2.9
(Legacy) Version 0.3 Download: https://github.com/HeroOfTheWinds/minet ... /tag/v.0.3
And now for screenshots! :D
Spoiler
Glow worms hanging from the ceiling:
A medium-sized stalactite:
Glow Crystal stalagmite:
Small valley in 0.2.9:
Fungus Biome:
Algae Biome:
Glaciated Biome:
Giant mushrooms:
Dungeon Masters' Lair:
Dungeon Master statue:
Salt Crystal Deep Realm:
Coal Dust Deep Realm: