ShallowDweller wrote:Here are the textures in the attachment. Did the best I could to avoid pillow shading.
Thank you! I asked only for ruby dust but I might use the other textures in the future.
I have an idea for a Goldstone recipe that would work in a 3x3 grid (In case you haven't found one yet):
1) Put the stones exclusive to your mod in a new group (eg. underch_stone);
2) change the recipe to this (I have no suggestions for output changes):
Code: Select all
recipe = {
{'group:underch_stone', 'group:underch_stone','group:underch_stone'},
{'group:underch_stone', 'default:gold_ingot','group:underch_stone'},
{'group:underch_stone', 'group:underch_stone','group:underch_stone'},
}
Or don't... In case you already considered doing this but decided against it... Or maybe a gold nugget recipe?
Well, you convinced me. Gold isn't so rare, so I'll use this recipe. I was already thinking about such recipe but still thanks for convincing me.
Do you have any plans for brick/window/pillar/wall versions of the blocks your mod adds?
I plan adding stairs and moreblocks support for most of them. And I'll also consider slime bricks.
Also, eye don't know wheye, but eye feel leyeke the i's should grant some keyend of vision-related power(ok, I'll stop with the i-puns. Starting now.)
It's a good idea, but I said no. There must be a limit between the elements those are provided by my mod and elements those might provide other mods. This mods provides some elements those can be found underground. However, this doesn't mean that such features will never exist. These features might be still implemented in other mods, either by me or by someone else. Still thanks for
eye-dea idea, after I release this mod, I could make a mod that features your idea.
acidzebra wrote:I like this mod - it adds a lot of variety in the underworld. I love torchberries.
Oh, thanks for response!
I do think - and this may be personal preference - that some things need to be toned down a little, like this "sichamine" stuff that's everywhere in the upper layer:
I think a config file where you can set rarity of elements and depths of the different layers easily might be good.
Did this appear only in one world or you generated multiple worlds and it generated this way in each of them? I think, you are just lucky because the sichamine biome is already rare. (short explanation: There are four flooded biomes: "sichamine", "sichamine shadow", "hot water" and "quartz + water". The biome with lots of sea lanterns is "sichamine" and the other flooded biome in your screenshot is "sichamine shadow".) The sichamine biome is rare while the sichamine shadow biome is more common. For the sichamine lanterns, I'll make them draw as normal instead of glasslike.
There is currently no easy way to make one biome more or less rare. Also the depth is problematic because it's determined by polynomial functions with pre-calculated coefficients (I used polynomial interpolation). It is only easily possible to modify the rarity of blocks generated in biomes in worldgen.lua.
If you lack the reality, go on a trip or find a job.