Caves of Cobalt

Published by rmsandegs on
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Downloads:
399
Upvotes: 112
Category
Project status
Beta
Project members
Lead developer
Modification type
Supported Minecraft versions
1.15.2

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CoC garnish

Welcome to Caves of Cobalt! This mod brings life to Minecraft's caves with new decorative blocks, food, weapons, mobs, biomes, random structures, and, of course, ores.

Caves of Cobalt shakes up the Minecraft formula with several new tool and armor sets available throughout the game, from when you mine your first iron to diamonds and beyond!

Gear up and fight tons mobs custom-coded in Java for a truly unique experience, or trade with a new custom race of NPCs that live in sprawling, randomly generated underground dwellings brimming with goodies ripe for the pillaging! They don't seem to mind, but stay on your toes for secrets...

There are also dangerous new biomes for brave conquerors to find. vicious mobs await you there, but so do powerful riches!

 

Enjoy this passion project of mine! I've been working on it for nearly two years, and I'm very excited/relieved to finally publish this.

 

This mod is fully JEI (Just Enough Items) compatible, including the 2 new custom crafting stations. I strongly advise that you use it to look up recipes for the best experience.

This is also my first project using Java programming, so expect some incompatibilities or performance stutters (especially when rapidly loading chunks). Optifine helps with this problem quite a lot, so I would also recommend using that as well.


The Wiki is now in a stable state. Though keep in mind that the Blocks section is still under construction.

Try it out for yourself!


FAQ:

  • Will you make/When is 1.16?
    • I will be releasing a new update very soon. After that, I will immediately begin work on 1.16
  • Can you add me on Discord?
    • ...

Downloads have been moved to CurseForge! Click here to go to Caves of Cobalt's CurseForge page

Modification files
DUMMYFILE.jar - DON'T DOWNLOAD THIS. This is a dummy file because the real one is too large. The actual mod is linked at the bottom of the post.Uploaded on: 03/27/2021 - 05:25   File size: 1014 bytes
Changelog

v0.5.0:

  • Release

v0.6.0:

  • [Bugfix] Marigold patches can no longer break Bedrock when generating
  • !!! [Bugfix] Watchers now properly spawn in caves
  • Adjusted the attributes of socketed Golden gear (such as damage, mining speed, harvest level, etc) to be more balanced and worthwhile compared to Vanilla alternatives
  • Fixed erroneous spelling: Sulphur -> Sulfur (applies to IDs, meaning Sulfur items and ores might be deleted from old worlds)
  • !!! All Golden items (armor, tools, etc.) can now be repaired with their respective gems
  • Changed minimum spawn height of Flawed Topaz ore from y=10 to y=40
  • Updated texture of Flawed Topaz Ore
  • Fixed incorrect description for Amethyst Hoe
  • Updated textures for Tunnelhide Armor items
  • !!! Removed Flawed Topaz from the Jeweling system
    • Flawed Topaz will now be used to repair Radiant Topaz items.
  • Decreased time taken to eat a Hellberry from 1s to 0.6s (20 to 12 ticks)
  • Updated texture of Apple of Eden
  • Removed Instant Damage from the Apple of Eden's effects
  • Reduced drop rate of multiple Hellberries from a Hellberry Bush from 50% to 30%
  • !!! New set bonus for Shroomium Armor: Melee attackers are given the Spores effect
  • Tome of Projection now has a crafting recipe
  • Sapphire tools now give a small amount of XP when mining their respective blocks
  • !!! Made generation of Mushroom Mires biomes more unique & improved generation performance
    • Much larger height scale (taller hills & lower base level) & more intricate overall shape
    • Biomes now take ~0.5 - 1.5 seconds to generate instead of the previous ~4 - 6 seconds (much fewer lighting updates)

v0.6.1:

  • Increased the duration of Potions (Vials):
    • Normal: 5:00 (from 3:00)
    • Long: 9:00 (from 6:00)
    • Strong: 4:00 (from 3:00)

Future Update:

  • Watchers now strafe when shooting at the player instead of sitting still (like Skeletons)
  • Removed Tiki Torches from Overgrown Ruins

Congratulations for winning Mod of the Week :)
This one really took me by surprise, what a great mod. I really love the armour/tool mechanics :D

Your mod was also promoted on our official subreddit (https://www.reddit.com/r/MCreator/) and Facebook page (https://www.facebook.com/MCreatorModMaker/).

I really want to know how the code behind malachite armor and soulbound dagger works, also this is definitely gonna surpass my mod and make it to motw, this is too good!

Dwarf Dens: These took a VERY long time to get right. Basically, I built every single segment possible on a superflat world, then imported them to MCreator with structure bolcks. To make the procedural structures, I made my own fake "jigsaw blocks" and placed them at every point in each structure where a new structure would connect to it (i. e. for a hallway I would put one at the end of the hallway).
The hardest part, by far, was making a system that makes sure the entire Dwarf Den doesn't overlap itself. To do this, I wrote a custom algorithm in Java that I can use to scan all the blocks where I want to generate a new structure segment. If there's air in that area, then it cancels generating that segment because the air means that the new segment would probably interfere with some other part of the Dwarf Den. So it either tries a different kind of segment or just gives up and terminates the path there.

Malachite: Is actually done with procedures! You can detect if the player is trying to sprint and force them into a swimming position to emulate vanilla swimming. The Malachite boots just detect if lava is directly under the player and sends them upward.

Soulbound Dagger: For the return feature, it just uses the position of the dagger and the thrower to get the direction it has to travel back in, then divides that by the distance to get a constant number I can use for the speed of the dagger. As for the homing, it is not too dissimilar to the return.