Caves of Cobalt

Published by rmsandegs on
Downloads:
457
Upvotes: 113
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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

Submitted by ember on Tue, 08/24/2021 - 05:50 Permalink

WOOW THIS IS THE 2 BEST MOD IV SEEEN

this looks amazing! Can't wait for the 1.16 update! When do you think it will be ready?

I hope to have the new update I'm working on released by June at the absolute latest. After that, I will immediately begin porting my mod to 1.16. It will take a lot longer than most other MCreator mods because my mod is about 1/3 custom code, which cannot be automatically updated by MCreator itself.

How did you create a cave generation like this in MCreator if you use some coding pls can you tell me where did you learn coding like that and did you really create this mod with MCreator?

This mod was made entirely with MCreator, though a very big portion of the things are at least partially custom code, if not completely.

I would not recommend the way I made cave generation AT ALL. It takes a lot of effort to make it run well because my method is extremely inefficient.

A similar thing can be said for how I learned to program in Java. I just jumped straight into the deep end with extremely limited prior knowledge and decided to learn as I went. This creates two big problems:
1. I have very little idea how to program in Java outside of Minecraft because I have only ever programmed for Minecraft mods and nothing else.
2. I had to redo a lot of the things I made early on because I learned a much better method later on. This was especially true with the underground biomes. As both my knowledge of Java and MCreator itself evolved, I have completely re-written the generation system at least 6 times.

I learned it as I went, to be honest with you. I had a general knowledge of the very basic structure of programming when I went in, because I also used to make Terraria mods (though I had absolutely no idea what I was doing most of the time) and I was generally able to read most basic programs by the time I grew out of that. I've learned a lot of useful things as I developed CoC.

Along with the murky mod, xenoclus 2, Cazfps chronicles and the betweenlands this is on of the best mods ever

I hope you see my comment this mod is probably one of the best mod in MCreator but it seems impossible that you made this with Mcreator like what did you do to improve cave generation and generate cave biomes like how is that possible in Mcreator??? and if your answer is just coding well can you atleast tell me where did you learn to code cave generation and cave biomes so that I can implement it in MCreator

This mod is the one of the best mod In this community and this is what I want to create but not exactly like the same as this mod but you get what I mean. Ive been using MCreator for like 4 months or more now and Know the all the basics and some of the advance but How did you improve the caves? and make it look like that? I tried everything that I know but things does not work ive created tons of workspace cause of reseting cause I mess up How did you do that ?
The other question did you only use Mcreator or did you code?
If you code some of the things then can you tell me where did you learn codes like that?