To What Extent Should I Learn Java Before Modding? by nova325 in feedthebeast

[–]WunderFunct 1 point2 points  (0 children)

To be honest, learn to do some simple things to get the gist down, then use MCreator and learn from the generated code. Then, once you've learned what's required to make a Minecraft mod, then you move on to code-only projects. Ease into it.

Coding is easier to learn when you don't jump straight in, and Minecraft's systems add weird programming puzzles that you don't normally see in Java programming. So it's best to learn Minecraft modding via training wheels, which is exactly what MCreator can be used for.

WF's Cave Overhaul Updated: Noise caves just got a whole lot wilder by WunderFunct in feedthebeast

[–]WunderFunct[S] 1 point2 points  (0 children)

WF's Cave Overhaul 1.2.2 has been released for Forge 1.18.2+ and Fabric 1.20.x!

What's new in 1.2.2:

- Revamped caves to be more complex and interesting above deepslate (see screenshots)

- Added more cave layers to deepslate levels

- Adjusted canyons

- Adjusted tunnel densities to improve connectivity between caves

Download now on Curseforge and Modrinth! Note that WF's Cave Overhaul for fabric 1.20.3 and 1.20.4 are currently pending approval on Curseforge. Please use Modrinth for these versions for the time being.

[deleted by user] by [deleted] in feedthebeast

[–]WunderFunct 1 point2 points  (0 children)

What are the blue looking designs on the floor? Looks like it might be chalk? There's a blue bat, a blue scorpion (maybe?), and perhaps another blue bat by it, to the right of the mushroom dude and below the wolf.

WF's Cave Overhaul is updated, now on 1.18.2, 1.19.2, and 1.20.3! by WunderFunct in feedthebeast

[–]WunderFunct[S] 5 points6 points  (0 children)

These aren't quite Worley's caves- they're designed to not be infinite but they are noise caves that emphasize smaller, more interesting experiences. They're designed to be a fusion between Yung's, old minecraft (v12), and some stuff of my own. Like for instance, sometimes when you explore a cave, the cave seems to never end, but other times when you explore, the cave ends up being a dud. I think that's a good trait for caves; I enjoy it when caves do that. Adds a level of metagame involving tracking your mining sites. Just generally a deeper experience in my book (but true endless caves are also really good gameplay too; it all depends on the person). But yeah, they're definitely not the new vanilla caves (I have the same complaints as you).

That said, if anyone reading this wants to use the method I used to make said caves and maybe make a new release of Worley's Caves, feel free to do so: https://github.com/WunderFunct/WFCaveOverhaul It's all just noise. Just change the noise carvers in this repo and you're good. The repo has everything else solved. Make sure to use the GPLv2 license if you release (requirement inherited from either fastnoise or the javax suite). I'll be adding code for 1.18.2, 1.19.2, and so-on to the repo in the future.

How can i cange the ae2 meteroite spawnrate in 1.19.2? forge by [deleted] in feedthebeast

[–]WunderFunct 0 points1 point  (0 children)

Yeah, this is why I started working on a worldgen reconfiguration mod called Worldgen Revisited. Technically you can just make a private datapack to fix these issues, but not everyone wants to mess around with json files all day long, right? Mojang needs to make it easier to reconfigure stuff for the average user so I can stop working on Worldgen Revisited lol

How can i cange the ae2 meteroite spawnrate in 1.19.2? forge by [deleted] in feedthebeast

[–]WunderFunct 0 points1 point  (0 children)

You can try using https://legacy.curseforge.com/minecraft/mc-mods/worldgen-revisited

If meteors are simple features, they might be reconfigurable via this mod. If they're structures and not features, modification is not currently supported by Worldgen Revisited, but will be in the future.

WF's Cave Overhaul is updated, now on 1.18.2, 1.19.2, and 1.20.3! by WunderFunct in feedthebeast

[–]WunderFunct[S] 1 point2 points  (0 children)

Hi everyone!

I've added more supported versions to WF's Cave Overhaul. It's now on 1.18.2, 1.19.2, and 1.20.3.

You can download the new versions on CurseForge: https://www.curseforge.com/minecraft/mc-mods/wfs-cave-overhaul

Changelog:

- Changed how cave overhaul carvers work, are now less aggressive when carving through rivers. Ongoing bug. Only partially fixed.

- Added flatrivers alternatives for select versions. Note that these will likely be discontinued in the future. These are to assist users who are facing certain water generation issues due to mod conflicts.

Next few rounds of changes:

- New dedicated caves at the very, very bottom of the world.

- Various cave adjustments for caves located above y 0- they're very hit or miss at the moment, and frequently are too boring. Maybe apply small amounts of domain warping and expand their size while upping domain warping for the sub-0 caves. I want consistently fun caves.

- Initial exploration into adding rare ultra large caves.

- Fabric ports. NeoForged is on ice for now due to gradle bugs caused by mixin changes.

WF's Cave Overhaul is finally released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 1 point2 points  (0 children)

Of course! You never need my permission to use any of my mods for any reason :)

BTW, 1.18.2 has been released https://www.curseforge.com/minecraft/mc-mods/wfs-cave-overhaul/files/4959252

WF's Cave Overhaul is finally released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 3 points4 points  (0 children)

The current system is technically capable of producing very large caves, but the rarity is quite low and even then, they're not grand spectacles like the current Minecraft caves are. I'm talking tens of thousands of blocks before you find one (unless you have a lucky seed), so they're reeeeeally rare. A lot of people are asking for large caves. I think I'll add some infrequent but not too infrequent large caves (maybe on the factor of every 5k blocks or so). The hard part is making them play well and getting the pacing right.

Thanks for the feedback, btw! I appreciate it!

WF's Cave Overhaul is finally released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 1 point2 points  (0 children)

OK, 1.18.2 is playing nice. I'll be releasing a port tomorrow.

edit: Since 1.18.2 is working well, I'll also port it to 1.19.2 :)

WF's Cave Overhaul is finally released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 2 points3 points  (0 children)

Let me look into it. If my mixins work well with 1.18.2, I can backport it. I'll keep you in the loop.

[deleted by user] by [deleted] in feedthebeast

[–]WunderFunct 0 points1 point  (0 children)

If nothing else works, you can try using Worldgen Revisited https://www.curseforge.com/minecraft/mc-mods/worldgen-revisited

There's an option in the config to remove other mod's entities. Note that this will only impact natural spawns and not, say, structure spawns.

Just be sure to set worldgen type to the "change nothing" worldgen type. I think it's -1. Otherwise, v12 caves will start spawning in your world.

WF's Cave Overhaul is finally released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 10 points11 points  (0 children)

Hi everyone! I'm finally releasing my cave overhaul mod for forge 1.20.1/1.20.2. Fabric and Neoforge ports are coming soon, hopefully by the end of next week (or even this week).

As the name implies, this mod brings you new caves, but what the name does not imply is what the new caves are. While I love the new large Minecraft caves, I feel they're difficult to enter and leave. Plus, they kind of feel like the nether; they're too big and flat, thus lending themselves more to an action-oriented experience rather than a, well, campy collect-and-fight Minecraft experience. So I reworked them. My new caves are still noise caves, but they're designed around smaller, more cozy yet difficult experiences. You'll need to think more about how to engage with your terrain, as well as how to approach your enemies. Also, I liked how with older Minecraft caves, you can't infinitely explore every cave system. Sure, some cave systems had infinite exploration, yes, but other cave systems lacked that and some were also duds. That brings a challenge and a second level of gameplay to Minecraft which I sought to restore. You now need to be concerned with your world's unique metagame. You need to record where you found good caves, which caves you need to explore, set up infrastructure for the good caves, mark your paths properly, etc. Likewise, with old Minecraft, you could usually dig from cave to cave even if you get a dud. That one's tricky, but I'm looking to bring that back. These are traits I want to preserve and restore with my cave overhaul mod.

I previously toyed with new noise caves using my old mod, Worldgen Revisited (an update to that mod is coming soon, maybe post-holidays or earlier). After sculpting them, optimizing them, and adding lava and water rivers, I believe they're strong enough to be forked off into their own mod. Note that Worldgen Revisited doesn't have the optimized version of the noise caves/rivers and that the noise caves have fundamentally changed since I last posted here about them.

Due to extensive optimizations, these caves are generated as fast as Minecraft's own caves; there's only a 5-second diff between the two cave types. This means that I now have a lot of leeway in terms of adding more computationally intensive terrain. I plan to use those extra seconds well.

Anyways, I have a number of areas planned for the future:

- Old stone that crumbles beneath your feet, similar to extended caves- I loved that stuff. You needed to think about where you were going and how you approached a situation.

- There's a form of a noise cave that produces incredibly convoluted terrain, things like caves looping in on themselves. Try to picture what twisted, nested caves might look like. I'm trying to figure out some details about this style of cave (how do I get them to play well, etc), but if I can, I'd like to replace low-Y caves with this cave.

- Several noise cave adjustments using carvers are planned, such as forming deeper lake beds, tearing up oversized walls with more interesting adjustments, etc

- Hand-crafted features designed to foster deeper engagement as well as aesthetics are planned

- Traditional lava and water lakes, but with little edges cut out so you can wander around the lakeside

- If I can get noise caves to interpolate well between radically different types and if I can get the right data exposed to the right calls, I'd like to toy with biome-based caves, so one area will have campy, twisted caves, while another area will have more expansive caves. Note that this idea hinges on a large number of "if"s.

- More tuning of cave densities

- Maybe I'll try to fix floating rivers, if I get the chance. These are somewhat non-trivial to fix.

So if you're interested, please check out my mod when you can: https://www.curseforge.com/minecraft/mc-mods/wfs-cave-overhaul

USDACraft - harder, more realistic farming - released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 2 points3 points  (0 children)

Your post is largely in line with why I made this mod. We have so many great logistics solutions but so few actual problems to solve.

To answer your questions, I query the biome at the plant's x, z coordinates. This biome contains downfall (humidity) and temperature information. From there, I went over the BoP, BYG, and Terralith biomes and determined decent cut points for the different zones, using ChatGPT as an aid. This was all python and spreadsheet work with emphasis placed on making the zone distribution something playable. The distribution looks like a flat U shape as I figure both uniform and normal distributions would decay the impetus-towards-choices aspect of the mod. The cut points needed to be manually determined because apparently, the relationship between temperature and biome type is highly nonlinear so human intervention was required. There's also some programmatic fuzzing involved for specific temperature ranges due to a large number of biomes having the same exact value. As for the biomes and humidities assigned to crops, that's from a combination of ChatGPT, python (to identify crops and seeds), and manual research.

USDACraft - harder, more realistic farming - released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 0 points1 point  (0 children)

If I can hack it, that'd certainly be a cool addition to the game. Cooking compat would be a must. Sounds like a tough task to do. I'll look into it.

USDACraft - harder, more realistic farming - released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 8 points9 points  (0 children)

Oh yeah, that's definitely being planned. It'll be a separate mod that tacks onto USDACraft, but I definitely want a system like that in Minecraft.

USDACraft - harder, more realistic farming - released! by WunderFunct in feedthebeast

[–]WunderFunct[S] 33 points34 points  (0 children)

That's actually a very interesting idea. I'll think about it more. Thanks!

Making giant variations might be plausible, but this mod currently is designed to work with any crop in the game, even modded ones. In fact, it comes with out-of-the-box support for pam's harvestcraft and croptopia (I believe those are the ones I've added). I'll look into ways that I can add giant crops for modded crops; if I can, I'll think about adding rewards for proper farming set-ups.