无尽洞穴 (Infinity Cave)
Infinity Cave通过将世界高度从-64增加到-128,并添加了一种新类型的洞穴生成,使其全部相互连接成一个巨大的洞穴系统。这带来了许多新的挑战,以及一种完全不同的PvE体验。
简介
Infinity Cave将世界高度从-64增加到-128,并添加了一种新类型的洞穴生成,使其全部相互连接成一个荒谬地巨大的洞穴系统。有5个新的洞穴生物群系,以及对深暗生物群系的增加,使得探索6种不同的生物群系成为可能。每种生物群系至少有一个结构,得益于绝佳的建筑者Viavir的帮助。然而,常规的Minecraft生物不会在这些洞穴中生成。相反,存在一个自定义的生成系统,与普通生物相比非常困难。Infinity Cave专为游戏后期设计,引入了探索和征服洞穴的Roguelike机制。请注意,由于其难度,建议首次玩游戏时选择简单模式。
生物生成系统
生物分为5个不同的等级:普通、罕见、稀有、史诗和传奇。每种生物都有随机的属性,使它们彼此之间都是独一无二的。每种生物都将被分配一个随机的副手物品。这些物品具有不同的机制,影响生物的属性或行为。不可能立即生成更高等级的生物,因为玩家必须击败普通生物和罕见生物才能进展。Infinity Cave具有一个渐进式的点数系统,设计成以团体为单位,这意味着如果你和朋友一起玩,他们也会随着你在洞穴中的战斗而进步。考虑到这一点,有几种不同的物品可以获得和利用,以积极进展到击败更高级别的生物。当解锁稀有等级时,将生成更多自定义生物,例如魔术师和炼金术士,与普通生物不同,并且更加困难。最后,也许是最强大的生物;炸弹人。炸弹人只能作为史诗或更高级别的生物生成,与其战斗时要小心。传奇生物有自己的boss条,并随机分配一个元素,可能会非常致命,需要良好的机动能力。
配置
/function infinity_cave:settings
显示一个菜单,提供禁用生物生成、调整难度和生物行为等选项。由于提供的难度,难度默认设置为简单。
/scoreboard players set [玩家] ic.progression [数量]
设置用户的进度阶段。例如,传奇生物的生成从1000进度开始。
/scoreboard objectives setdisplay list ic.progression
将玩家的进度显示在选项卡中,您可以根据自己的意愿进行修改。
自定义物品
有大量的自定义物品可供获得,未来还计划添加更多物品。从传奇生物掉落的特殊能力的自定义武器和盔甲。另一个对Infinity Cave至关重要的自定义物品是附魔水晶。附魔水晶可以用附魔来附魔物品,这些附魔在原版Minecraft中无法获得。
有关更多信息,请阅读通过首次生成自定义生物而获得的指南。
兼容性
Infinity Cave处于早期测试版阶段,可能与许多世界生成模组和使用资源包的数据包不兼容。
鸣谢
Supercrafter100、Sackred、PyroStunts、Daridon(感谢他们出色的动态boss条库
截图:
Infinity Cave 0.72
> Lots of crucial bugfixes
### Bugfixes
- Fixed guidebook, it is no longer scrambled with JSON.
- Fixed Icicle Crossbow damaging yourself when shooting.
- Fixed mobs dropping armor pieces and offhand items that they weren't supposed to drop.
- Fixed tipped arrows not working on pillagers and skeletons.
Infinity Cave 0.72
> Lots of crucial bugfixes
### Bugfixes
- Fixed guidebook, it is no longer scrambled with JSON.
- Fixed Icicle Crossbow damaging yourself when shooting.
- Fixed mobs dropping armor pieces and offhand items that they weren't supposed to drop.
- Fixed tipped arrows not working on pillagers and skeletons.
Infinity Cave 0.72
> Lots of crucial bugfixes
### Bugfixes
- Fixed guidebook, it is no longer scrambled with JSON.
- Fixed Icicle Crossbow damaging yourself when shooting.
- Fixed mobs dropping armor pieces and offhand items that they weren't supposed to drop.
- Fixed tipped arrows not working on pillagers and skeletons.
[MOD] Infinity Cave 0.71
> Updated to 1.21.5. Lots of internal changes, as well as removal of the boss library since it is no longer maintained, had to develop my own version, will add more bossbar customizability in the future.
### Changes
- Performance has been increased.
- Added new type of experience bottles that drop per tier.
- Made all potions get information from the same pool, guaranteeing that they will all stack.
- Added a new music disc -- Twinleaf Town (Piano Cover) by yours truly.
- Made changes to Molten Hammer, you now have to hold it for a little bit in order for it to smash the ground.
- All right-clickable weapons such as Katana, Ender Sword etc. have been ported over to a new cooldown system.
- Made new structual changes within to prepare for a massive content update that I plan on releasing sometime this summer.
- Nerfed Yield enchantment, Yield 5 should be less common now and you will see more of 1-4, instead of just level 5 Yield.
### Bugfixes
- Changing Minecraft name caused sonic bow and thunder harpoon to stop working.
[MOD] Infinity Cave 0.71
> Updated to 1.21.5. Lots of internal changes, as well as removal of the boss library since it is no longer maintained, had to develop my own version, will add more bossbar customizability in the future.
### Changes
- Performance has been increased.
- Added new type of experience bottles that drop per tier.
- Made all potions get information from the same pool, guaranteeing that they will all stack.
- Added a new music disc -- Twinleaf Town (Piano Cover) by yours truly.
- Made changes to Molten Hammer, you now have to hold it for a little bit in order for it to smash the ground.
- All right-clickable weapons such as Katana, Ender Sword etc. have been ported over to a new cooldown system.
- Made new structual changes within to prepare for a massive content update that I plan on releasing sometime this summer.
- Nerfed Yield enchantment, Yield 5 should be less common now and you will see more of 1-4, instead of just level 5 Yield.
### Bugfixes
- Changing Minecraft name caused sonic bow and thunder harpoon to stop working.
[DP] Infinity Cave 0.71
> Updated to 1.21.5. Lots of internal changes, as well as removal of the boss library since it is no longer maintained, had to develop my own version, will add more bossbar customizability in the future.
### Changes
- Performance has been increased.
- Added new type of experience bottles that drop per tier.
- Made all potions get information from the same pool, guaranteeing that they will all stack.
- Added a new music disc -- Twinleaf Town (Piano Cover) by yours truly.
- Made changes to Molten Hammer, you now have to hold it for a little bit in order for it to smash the ground.
- All right-clickable weapons such as Katana, Ender Sword etc. have been ported over to a new cooldown system.
- Made new structual changes within to prepare for a massive content update that I plan on releasing sometime this summer.
- Nerfed Yield enchantment, Yield 5 should be less common now and you will see more of 1-4, instead of just level 5 Yield.
### Bugfixes
- Changing Minecraft name caused sonic bow and thunder harpoon to stop working.
[MOD] Infinity Cave 0.7
[MOD] Infinity Cave 0.7
> **Developer Note:** As always with any update, performance increase. Tons of asset changes. I played a better version of Oracion and compressed it more, so Infinity Cave takes much less space now. Also Pale Garden is a very spooky place wow!
### Weapons
- Reworked the Molten Hammer
- When right clicked on a block within a range of 7.5 creates a giant explosion dealing AoE damage to all enemies with a cooldown of 5 seconds.
- Thunder Harpoon
- No longer regains durability when blocking.
- Icicle Crossbow
- Shoots a bit slower, but now does more consistent damage.
### Enchantlets/Right-click-ables
- Changed base item to music_disc_5 without component as a base item (old ones will still work).
- Enchantlets now have a custom check for Shields specifically, having a chance for Unbreaking/Durable.
### Bugfixes
- Better enchantability for certain custom items such as Molten Hammer when enchanting with an enchantlet.
- Removed unused ticking timers.
- Light Emblem sometimes not working and stops working entirely.
[DP] Infinity Cave
> **Developer Note:** As always with any update, performance increase. Tons of asset changes. I played a better version of Oracion and compressed it more, so Infinity Cave takes much less space now. Also Pale Garden is a very spooky place wow!
### Weapons
- Reworked the Molten Hammer
- When right clicked on a block within a range of 7.5 creates a giant explosion dealing AoE damage to all enemies with a cooldown of 5 seconds.
- Thunder Harpoon
- No longer regains durability when blocking.
- Icicle Crossbow
- Shoots a bit slower, but now does more consistent damage.
### Enchantlets/Right-click-ables
- Changed base item to music_disc_5 without component as a base item (old ones will still work).
- Enchantlets now have a custom check for Shields specifically, having a chance for Unbreaking/Durable.
### Bugfixes
- Better enchantability for certain custom items such as Molten Hammer when enchanting with an enchantlet.
- Removed unused ticking timers.
- Light Emblem sometimes not working and stops working entirely.
[MOD] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[MOD] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[DP] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[MOD] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[MOD] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[DP] Infinity Cave 0.7
> **Developer Note:** Mob Spawn system has been completely changed back-end-wise. Severely increasing readability and performance, way less logic is now run when mob spawning occurs. General namespace changes here. Much better compatibility with worldgen mods. Further updates will have a bigger focus on compatibility, new weapons, texture redesign, performance, and much more!
### Mob Changes
- Rocklops now has a hurt animation.
- Reduced Iron Golem health.
- Reduced Ravager health.
- Mobs now take less damage from Maces.
- Removed the enraged mechanic when shooting mobs.
- Mobs are immune to projectiles if they are not aggravated to a player.
- Zombies may call upon natural zombies for help, scales with tier
- Skeletons may call upon natural skeletons for help, scales with tier
- All mobs now have a chance to destroy cobwebs around them, scales with tier.
- All mobs now have Depth Strider again.
- Mainhand items are no longer randomized.
- Added new offhand item "Wind Charge" scales with tier (has a chance to throw a wind charge towards the user). Mobs with this offhand items have a chance of dropping wind charges.
- Added new offhand item "Ender Eye". Mob is fully immune to projectiles.
- Removed totem as an offhand item.
### Item Changes
- Ender Sword: 10 -> 20 block range.
- Curse Remover: Updated texture to be similar to enchantlet, except it is red and has different symbols and style.
> Curse Remover may be dropped from mobs with Ender Eye in offhand
### Enchantment Changes
- All cloaks now have UUID support. Meaning if you are on the same team, your teammates won't take damage if you have friendly fire disabled (except for Ice Cloak, going to rework this element in a later update).
- Heavily optimized cloaks.
- Reduced particles to bare minimum due to feedback.
- Fixed Fire Cloak not working properly
### Worldgen Changes
- Added chance for Redstone blocks to generate inside Molten Caves.
- Added chance for Raw Gold Blocks to generate inside Limestone Caves.
- Added chance for Emerald Blocks to generate inside Sulfide Caves.
- Added chance for Raw Iron Blocks to generate inside Deeprock Caverns.
- Added chance for Raw Copper Blocks to generate inside Deep Dark.
- Added chance for Lapis blocks to generate inside Frozen Caves.
### MOD VERSION ONLY
- Removed hard-coded lava at y -54 without workaround. Mod version is now recommended for better performance. No lithostitched needed.
### Bugfixes
- Rocklops texture not working (NeoForge only)
- Added Enchantment tags to everything that's enchanting-related.
### QoL fixes
- All enchantments now supports the Enchantment Descriptions mod.
- Added biomes to lang file, adding support for mods such as Journey Maps etc.
[MOD] Infinity Cave 0.61
[MOD] Infinity Cave 0.61
[MOD] Infinity Cave 0.6
[MOD] Infinity Cave 0.6
[MOD] Infinity Cave 0.6
> **Developer Note:** This update introduces a very experimental mob called **Rocklops**. It is a fully custom mob. I am interested in hearing your feedback and whether I should add complex custom mobs in the future.
## Rocklops [NEW MOB]
- **Health:** High
- **Speed:** Slow
- **Attack:** Has a strong AoE attack, making it harder to cheese.
- **Weakness:** Vulnerable to ranged attacks.
- **Spawn:** Can spawn as any tier.
## Notable Additions/Changes
### Katana
- A rare weapon that may drop from any mob. It functions similarly to a mace but with horizontal speed. Includes a right-click ability that lunges the user forward.
### Ender Sword
- A sword that may drop from any mob. Features a right-click ability that teleports the user.
### Bonding Sword
- A sword that may drop from any mob. Includes a right-click ability that heals the user.
### Heavy Sword
- Less attack speed, high attack damage.
### Fiery Sword
- Burn Immunity.
### Aqua Axe
- Fast movement in water.
### Mob Drops
- **Armor:** All armor dropped from mobs is now much more powerful, including leather armor from common mobs.
- **Weapons:** All weapons dropped from mobs are now much more powerful, including wooden ones.
### Custom Armor
- **Update:** All custom armor pieces should be functional again.
- **Changes:** Updated the Deeprock Chestplate ability.
### Chestplate Enchantment: Replenish
- **Effect:** Has a chance to replenish health when the wearer is hit.
## Progression
- **Legendary Spawns:** Increased spawn rates for Legendary items once progress reaches 5000 and higher.
## Bugfixes
- **Frozen Robot:** No longer drops old enchantlet items.
- **Generic Fixes:** Tons of unnecessary checks and lines have been removed.
## And many other minor changes
[DP] Infinity Cave 0.6
> **Developer Note:** This update introduces a very experimental mob called **Rocklops**. It is a fully custom mob. I am interested in hearing your feedback and whether I should add complex custom mobs in the future.
## Rocklops [NEW MOB]
- **Health:** High
- **Speed:** Slow
- **Attack:** Has a strong AoE attack, making it harder to cheese.
- **Weakness:** Vulnerable to ranged attacks.
- **Spawn:** Can spawn as any tier.
## Notable Additions/Changes
### Katana
- A rare weapon that may drop from any mob. It functions similarly to a mace but with horizontal speed. Includes a right-click ability that lunges the user forward.
### Ender Sword
- A sword that may drop from any mob. Features a right-click ability that teleports the user.
### Bonding Sword
- A sword that may drop from any mob. Includes a right-click ability that heals the user.
### Heavy Sword
- Less attack speed, high attack damage.
### Fiery Sword
- Burn Immunity.
### Aqua Axe
- Fast movement in water.
### Mob Drops
- **Armor:** All armor dropped from mobs is now much more powerful, including leather armor from common mobs.
- **Weapons:** All weapons dropped from mobs are now much more powerful, including wooden ones.
### Custom Armor
- **Update:** All custom armor pieces should be functional again.
- **Changes:** Updated the Deeprock Chestplate ability.
### Chestplate Enchantment: Replenish
- **Effect:** Has a chance to replenish health when the wearer is hit.
## Progression
- **Legendary Spawns:** Increased spawn rates for Legendary items once progress reaches 5000 and higher.
## Bugfixes
- **Frozen Robot:** No longer drops old enchantlet items.
- **Generic Fixes:** Tons of unnecessary checks and lines have been removed.
## And many other minor changes
[MOD] Infinity Cave 0.52.5
- Now compatible with Terralith again
[MOD] Infinity Cave 0.52
## Changes
- Added a new music disc, a piano cover I played a while ago. Can be found in any structure.
- Added a new advancement.
- Nerfed Armor Piercer from 10% per level to 5%.
- Made the Advancement tree a little bit more structured.
## Bugfixes
- Curse of Gigantism and Diminution are now exclusive to each other.
- Fixed Fire Cloak, Toxic Cloak, Water Cloak and Ice Cloak not working when having other enchantments.
- Moved resources from minecraft namespace to infinity_cave namespace.
- Nerfed certain Uncommon Pillager from one shotting you in full diamond (oops).
[DP] Infinity Cave 0.52
## Changes
- Added a new music disc, a piano cover I played a while ago. Can be found in any structure.
- Added a new advancement.
- Nerfed Armor Piercer from 10% per level to 5%.
- Made the Advancement tree a little bit more structured.
## Bugfixes
- Curse of Gigantism and Diminution are now exclusive to each other.
- Fixed Fire Cloak, Toxic Cloak, Water Cloak and Ice Cloak not working when having other enchantments.
- Moved resources from minecraft namespace to infinity_cave namespace.
- Nerfed certain Uncommon Pillager from one shotting you in full diamond (oops).
[DP] Infinity Cave 0.51
## Debug Menu
- Added all Enchantlet and GIlded Pickaxe to drop.
## Bugfixes
- Some minor bugfixes and fixed typos.
[MOD] Infinity Cave 0.51
## Debug Menu
- Added all Enchantlet and GIlded Pickaxe to drop.
## Bugfixes
- Some minor bugfixes and fixed typos.
[DP] Infinity Cave 0.5
## Updated to 1.21
> **Developer Note:** This is a massive update for Infinity Cave, adding compatibility with Terralith (and Tectonic + Terralith somewhat, you need to go into the data pack section to enable this by putting Infinity Cave above Terratonic). Many optimizations have been made during this update.
## Custom Enchantments
- Added 35 new custom enchantments.
- Most of them listed in the guidebook.
- Enchantments have been added to the Enchantlet enchant pool.
- Added an enchantment for every respective legendary element.
## Mobs
- Added some custom weapons to the mobs just for visual purposes.
- Added randomized sizes to all mobs, legendaries being generally bigger.
- Added step height to all mobs.
- Added randomized enchantments on all equipment and weapons.
- Bomber is immune to explosion damage.
- Water element attack now does knockback.
## Items
- Added Curse Remover which can remove curses from items.
- Added a custom pickaxe called **Gilded Pickaxe**.
- Removed a bunch of niche items and replaced them with more useful items.
- Thunder Harpoon now has 2500 durability, buffed ability damage by 50%, added 0.5 entity reach.
- Molten Hammer now has 2500 durability, change ability to attack less frequently, though increased damage.
- Supersonic Bow now has 2500 durability.
- Bastion Piercer, added 1 entity reach, severely buffing the item.
- Acid Shield now has 2500 durability.
## Worldgen
- Added Calcite Smooth Basalt paths in Amethyst Caves.
- Added Netherrack to Molten Caves, decreased delta amount.
- Added more Blue Ice to Frozen Caves.
- Added Mossy Cobblestone to Sulfide Caves, decreased delta amount.
- Decreased the amount of piles.
- Structures now use `beard_box` encapsulation again.
- Reduced spawning frequency in general due to increased mob difficulty.
## Bugfixes
- Bomber now throws TNT again (1.20.4 bug).
- Sulfide Huts loot tables have been fixed for all barrels.
## And tons of other changes... too many to list...
[MOD] Infinity Cave 0.5
## Updated to 1.21
> **Developer Note:** This is a massive update for Infinity Cave, adding compatibility with Terralith (and Tectonic + Terralith somewhat, you need to go into the data pack section to enable this by putting Infinity Cave above Terratonic). Many optimizations have been made during this update.
## Custom Enchantments
- Added 35 new custom enchantments.
- Most of them listed in the guidebook.
- Enchantments have been added to the Enchantlet enchant pool.
- Added an enchantment for every respective legendary element.
## Mobs
- Added some custom weapons to the mobs just for visual purposes.
- Added randomized sizes to all mobs, legendaries being generally bigger.
- Added step height to all mobs.
- Added randomized enchantments on all equipment and weapons.
- Bomber is immune to explosion damage.
- Water element attack now does knockback.
## Items
- Added Curse Remover which can remove curses from items.
- Added a custom pickaxe called **Gilded Pickaxe**.
- Removed a bunch of niche items and replaced them with more useful items.
- Thunder Harpoon now has 2500 durability, buffed ability damage by 50%, added 0.5 entity reach.
- Molten Hammer now has 2500 durability, change ability to attack less frequently, though increased damage.
- Supersonic Bow now has 2500 durability.
- Bastion Piercer, added 1 entity reach, severely buffing the item.
- Acid Shield now has 2500 durability.
## Worldgen
- Added Calcite Smooth Basalt paths in Amethyst Caves.
- Added Netherrack to Molten Caves, decreased delta amount.
- Added more Blue Ice to Frozen Caves.
- Added Mossy Cobblestone to Sulfide Caves, decreased delta amount.
- Decreased the amount of piles.
- Structures now use `beard_box` encapsulation again.
- Reduced spawning frequency in general due to increased mob difficulty.
## Bugfixes
- Bomber now throws TNT again (1.20.4 bug).
- Sulfide Huts loot tables have been fixed for all barrels.
## And tons of other changes... too many to list...
[MOD] Infinity Cave 0.4
### All the changes listed below are available for 1.20.1 and 1.20.2+
### WORLDGEN
- Increased the height of Infinity Cave generation from -y56 to -y52.
- The gigantic lava lakes/giant holes to be more stretched on the XZ axis. This causes caves to be MUCH more natural-looking and in many instances bigger. These may necessarily not contain giant lava lakes, but huge open spaces.
- Made the Spaghetti caves more likely to connect and fixed an issue where they would flatten when hitting -y56 looking very weird.
- Spaghetti caves are steeper.
- Pillars can now be much bigger to compliment the larger caves that may generate.
### SULFIDE CAVES
- Added many more flower types.
- Added custom trees and bushes.
- Fixed some delta issues (the green water ponds).
### STRUCTURES
- Structure loot containers will no longer be overridden by placement features.
- Some structures such as Amethyst Geode are now buried and fit much better into the terrain.
- Deep Dark Temple is now more hidden (due to having the best loot pool in the game).
### 1.20.1
> This is the last update for Minecraft version 1.20.1, simply due to time constraints and other reasons.
- Normal mobs now spawn in the caves again.
[MOD] Infinity Cave 0.4
### All the changes listed below are available for 1.20.1 and 1.20.2+
### WORLDGEN
- Increased the height of Infinity Cave generation from -y56 to -y52.
- The gigantic lava lakes/giant holes to be more stretched on the XZ axis. This causes caves to be MUCH more natural-looking and in many instances bigger. These may necessarily not contain giant lava lakes, but huge open spaces.
- Made the Spaghetti caves more likely to connect and fixed an issue where they would flatten when hitting -y56 looking very weird.
- Spaghetti caves are steeper.
- Pillars can now be much bigger to compliment the larger caves that may generate.
### SULFIDE CAVES
- Added many more flower types.
- Added custom trees and bushes.
- Fixed some delta issues (the green water ponds).
### STRUCTURES
- Structure loot containers will no longer be overridden by placement features.
- Some structures such as Amethyst Geode are now buried and fit much better into the terrain.
- Deep Dark Temple is now more hidden (due to having the best loot pool in the game).
### 1.20.1
> This is the last update for Minecraft version 1.20.1, simply due to time constraints and other reasons.
- Normal mobs now spawn in the caves again.
[DP] Infinity Cave 0.4
### All the changes listed below are available for 1.20.1 and 1.20.2+
### WORLDGEN
- Increased the height of Infinity Cave generation from -y56 to -y52.
- The gigantic lava lakes/giant holes to be more stretched on the XZ axis. This causes caves to be MUCH more natural-looking and in many instances bigger. These may necessarily not contain giant lava lakes, but huge open spaces.
- Made the Spaghetti caves more likely to connect and fixed an issue where they would flatten when hitting -y56 looking very weird.
- Spaghetti caves are steeper.
- Pillars can now be much bigger to compliment the larger caves that may generate.
### SULFIDE CAVES
- Added many more flower types.
- Added custom trees and bushes.
- Fixed some delta issues (the green water ponds).
### STRUCTURES
- Structure loot containers will no longer be overridden by placement features.
- Some structures such as Amethyst Geode are now buried and fit much better into the terrain.
- Deep Dark Temple is now more hidden (due to having the best loot pool in the game).
### 1.20.1
> This is the last update for Minecraft version 1.20.1, simply due to time constraints and other reasons.
- Normal mobs now spawn in the caves again.
[MOD] Infinity Cave 0.4
### All the changes listed below are available for 1.20.1 and 1.20.2+
### WORLDGEN
- Increased the height of Infinity Cave generation from -y56 to -y52.
- The gigantic lava lakes/giant holes to be more stretched on the XZ axis. This causes caves to be MUCH more natural-looking and in many instances bigger. These may necessarily not contain giant lava lakes, but huge open spaces.
- Made the Spaghetti caves more likely to connect and fixed an issue where they would flatten when hitting -y56 looking very weird.
- Spaghetti caves are steeper.
- Pillars can now be much bigger to compliment the larger caves that may generate.
### SULFIDE CAVES
- Added many more flower types.
- Added custom trees and bushes.
- Fixed some delta issues (the green water ponds).
### STRUCTURES
- Structure loot containers will no longer be overridden by placement features.
- Some structures such as Amethyst Geode are now buried and fit much better into the terrain.
- Deep Dark Temple is now more hidden (due to having the best loot pool in the game).
### 1.20.1
> This is the last update for Minecraft version 1.20.1, simply due to time constraints and other reasons.
- Normal mobs now spawn in the caves again.
[MOD] Infinity Cave 0.4
### All the changes listed below are available for 1.20.1 and 1.20.2+
### WORLDGEN
- Increased the height of Infinity Cave generation from -y56 to -y52.
- The gigantic lava lakes/giant holes to be more stretched on the XZ axis. This causes caves to be MUCH more natural-looking and in many instances bigger. These may necessarily not contain giant lava lakes, but huge open spaces.
- Made the Spaghetti caves more likely to connect and fixed an issue where they would flatten when hitting -y56 looking very weird.
- Spaghetti caves are steeper.
- Pillars can now be much bigger to compliment the larger caves that may generate.
### SULFIDE CAVES
- Added many more flower types.
- Added custom trees and bushes.
- Fixed some delta issues (the green water ponds).
### STRUCTURES
- Structure loot containers will no longer be overridden by placement features.
- Some structures such as Amethyst Geode are now buried and fit much better into the terrain.
- Deep Dark Temple is now more hidden (due to having the best loot pool in the game).
### 1.20.1
> This is the last update for Minecraft version 1.20.1, simply due to time constraints and other reasons.
- Normal mobs now spawn in the caves again.
[MOD] Infinity Cave 0.3-1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed Ravager lacking a bossbar and abilities when it is of legendary tier.
> - Made Light Emblem way more common as it is a fun way to experience chaos.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
# Infinity Cave 0.3 1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed a bug where Sulfide ability would activate when not wearing it.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
[DP] Infinity Cave 0.3
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed Ravager lacking a bossbar and abilities when it is of legendary tier.
> - Made Light Emblem way more common as it is a fun way to experience chaos.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
# Infinity Cave 0.3 1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed a bug where Sulfide ability would activate when not wearing it.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
[MOD] Infinity Cave 0.3-1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed Ravager lacking a bossbar and abilities when it is of legendary tier.
> - Made Light Emblem way more common as it is a fun way to experience chaos.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
# Infinity Cave 0.3 1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed a bug where Sulfide ability would activate when not wearing it.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
[MOD] Infinity Cave 0.3
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed Ravager lacking a bossbar and abilities when it is of legendary tier.
> - Made Light Emblem way more common as it is a fun way to experience chaos.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
# Infinity Cave 0.3 1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed a bug where Sulfide ability would activate when not wearing it.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
[MOD] Infinity Cave 0.3
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed Ravager lacking a bossbar and abilities when it is of legendary tier.
> - Made Light Emblem way more common as it is a fun way to experience chaos.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
# Infinity Cave 0.3 1.20.1
## Heavily changed cave generation
> World generation has been heavily altered to bring more varied cave systems with more spice and much, much bigger caves. In this update you can expect to find absolutely giant lava lakes that can go up to 2000 blocks inside of caves.
>
> Caves may also be steeper in some places as well.
## Added ores to every biome
> - Frozen Caves now generates way more lapis ore.
> - Molten Caves now generates way more redstone ore.
> - Deep Dark now generates way more copper ore.
> - Sulfide Caves now generates way more emerald ore.
> - Amethyst Caves now generates a bit more diamonds.
> - Limestone Grotto now generates way more gold.
## Bugfixes
> - Fixed a bug where Sulfide ability would activate when not wearing it.
## Biome changes
> - Striders on may spawn in lava lakes in every biome.
> - Molten Caves now has lava geysers randomly popping out from the ground, dealing a little bit of damage.
> - Cobblestone/Gravel piles now has Cobbled Deepslate among them as well.
[MOD] Infinity Cave 0.2
[MOD] Infinity Cave 0.21-1.20.1
[MOD] Infinity Cave 0.2-1.20.1
## Added compatibility with Terralith
> If you are using the FABRIC .jar version you do not need to install a separate datapack. I've actually coded a Fabric mod just for this, though I cannot guarantee that Terralith will generate perfectly as intended yet as I am yet to incorporate everything yet. Forge version is work in progress due to finding an unexpected crash, so the only way to make it compatible is to download the separate datapack. Oh, and that also means that there will be a separate datapack available for download as a dependency on Modrinth
## Backported some of Infinity Cave to 1.20.1
> It is **VERY** barebones, it does not have the custom mob-spawning system and has a lot of changes to existing weapons due to the new features 1.20.2 brought. However, custom items are now available in the structures as a result of this. Normal mobs and even mobs you normally don't see can spawn in certain cave biomes now. Not that they drop anything special, they're just plain ol' vanilla.
## Added a new biome: **Limestone Grotto**
A cave filled with Dripstone and andesite and makes the ground legendaries scarier, since an earthquake can make stalactites fall.
## Other important changes
- Made caves a little bigger on average
> We are talking around 2.5-ish% bigger in general to make the small gaps be a little more wide, increasing the chance for connecting caves.
- Added a new structure: Limestone Houses
> A pretty generic structure that holds a lot of useful functional blocks.
- Added loot pool to Limestone Grotto for every mob
> Shulker Shells are obtainable here.
- Added a new spawnable mob: Ravager **1.20.2+ only**
> Watch out for the Ravager, it is a beast.
- Added a new offhand item: Firework Rocket
> Possibly the most insane combo with the Slime, VERY deadly.
- Made Sulfide Caves a bit bigger and a little bit more common
> Sulfide Caves is easily the most uncommon biome, now with Limestone Grotto taking some of its place it is only fitting to make it a bit more common to compensate for that.
- Added a new item: Light Emblem **1.20.2+ only**
> A very funny item to use in groups, this item essentially turns wherever you place it in the caves into a randomized mob frenzy which can be extremely deadly.
- Added a new weapon: Bastion Piercer (drops from Legendary Alchemist)
> Has a very nice ability, you'll see if you beat it. It's added to the Debug Menu.
- Added more advancements
- Added more loot to structure loot tables
- Added block-breaking AI (only for big mobs for now) **1.20.2+ only**
> Don't try and dig under them, it is a big mistake.
- Added block-breaking AI toggle off setting **1.20.2+ only**
- Added custom particle effects for each respective enchantlet tier
- Added cobwebs to Deeprock Caverns
- Made it possible to get Efficiency IX with a Tier 5 Enchantlet
> Can instamine deepslate
- Updated Guidebook to be updated with most recent version
- Made Magician's fire hit better at its start tick **1.20.2+ only**
- Made Bomber's TNT work with Water element **1.20.2+ only**
- Fixed an issue with Thunder Harpoon not registering beam at its last tick
- Fixed an issue where the Steel Battleaxe advancement didn't trigger
- Made legendary spawn sound not global **1.20.2+ only**
- Nerfed Frozen boots from 5x5 to 3x3
- Added double health to Iron Golem **1.20.2+ only**
- Made commons killed stat actually track **1.20.2+ only**
- Fixed an issue where uncommon zombies were unable to get a certain offhand item **1.20.2+ only**
- Buffed Ranged mob's power by a little bit **1.20.2+ only**
- Made Ice Spark less common
- Nerfed Ice Spark damage by a decent margin
> During playtesting I realised this item is way too strong for its obtainability
- Added barrier, obsidian and crying obsidian to ``#all_but_unbreakable`` tag which is self-explanatory.
- Tons of other changes, too many to list
[MOD] Infinity Cave 0.2
## Added compatibility with Terralith
> If you are using the FABRIC .jar version you do not need to install a separate datapack. I've actually coded a Fabric mod just for this, though I cannot guarantee that Terralith will generate perfectly as intended yet as I am yet to incorporate everything yet. Forge version is work in progress due to finding an unexpected crash, so the only way to make it compatible is to download the separate datapack. Oh, and that also means that there will be a separate datapack available for download as a dependency on Modrinth
## Backported some of Infinity Cave to 1.20.1
> It is **VERY** barebones, it does not have the custom mob-spawning system and has a lot of changes to existing weapons due to the new features 1.20.2 brought. However, custom items are now available in the structures as a result of this. Normal mobs and even mobs you normally don't see can spawn in certain cave biomes now. Not that they drop anything special, they're just plain ol' vanilla.
## Added a new biome: **Limestone Grotto**
A cave filled with Dripstone and andesite and makes the ground legendaries scarier, since an earthquake can make stalactites fall.
## Other important changes
- Made caves a little bigger on average
> We are talking around 2.5-ish% bigger in general to make the small gaps be a little more wide, increasing the chance for connecting caves.
- Added a new structure: Limestone Houses
> A pretty generic structure that holds a lot of useful functional blocks.
- Added loot pool to Limestone Grotto for every mob
> Shulker Shells are obtainable here.
- Added a new spawnable mob: Ravager **1.20.2+ only**
> Watch out for the Ravager, it is a beast.
- Added a new offhand item: Firework Rocket
> Possibly the most insane combo with the Slime, VERY deadly.
- Made Sulfide Caves a bit bigger and a little bit more common
> Sulfide Caves is easily the most uncommon biome, now with Limestone Grotto taking some of its place it is only fitting to make it a bit more common to compensate for that.
- Added a new item: Light Emblem **1.20.2+ only**
> A very funny item to use in groups, this item essentially turns wherever you place it in the caves into a randomized mob frenzy which can be extremely deadly.
- Added a new weapon: Bastion Piercer (drops from Legendary Alchemist)
> Has a very nice ability, you'll see if you beat it. It's added to the Debug Menu.
- Added more advancements
- Added more loot to structure loot tables
- Added block-breaking AI (only for big mobs for now) **1.20.2+ only**
> Don't try and dig under them, it is a big mistake.
- Added block-breaking AI toggle off setting **1.20.2+ only**
- Added custom particle effects for each respective enchantlet tier
- Added cobwebs to Deeprock Caverns
- Made it possible to get Efficiency IX with a Tier 5 Enchantlet
> Can instamine deepslate
- Updated Guidebook to be updated with most recent version
- Made Magician's fire hit better at its start tick **1.20.2+ only**
- Made Bomber's TNT work with Water element **1.20.2+ only**
- Fixed an issue with Thunder Harpoon not registering beam at its last tick
- Fixed an issue where the Steel Battleaxe advancement didn't trigger
- Made legendary spawn sound not global **1.20.2+ only**
- Nerfed Frozen boots from 5x5 to 3x3
- Added double health to Iron Golem **1.20.2+ only**
- Made commons killed stat actually track **1.20.2+ only**
- Fixed an issue where uncommon zombies were unable to get a certain offhand item **1.20.2+ only**
- Buffed Ranged mob's power by a little bit **1.20.2+ only**
- Made Ice Spark less common
- Nerfed Ice Spark damage by a decent margin
> During playtesting I realised this item is way too strong for its obtainability
- Added barrier, obsidian and crying obsidian to ``#all_but_unbreakable`` tag which is self-explanatory.
- Tons of other changes, too many to list
[DP] Infinity Cave 0.2
## Added compatibility with Terralith
> If you are using the FABRIC .jar version you do not need to install a separate datapack. I've actually coded a Fabric mod just for this, though I cannot guarantee that Terralith will generate perfectly as intended yet as I am yet to incorporate everything yet. Forge version is work in progress due to finding an unexpected crash, so the only way to make it compatible is to download the separate datapack. Oh, and that also means that there will be a separate datapack available for download as a dependency on Modrinth
## Backported some of Infinity Cave to 1.20.1
> It is **VERY** barebones, it does not have the custom mob-spawning system and has a lot of changes to existing weapons due to the new features 1.20.2 brought. However, custom items are now available in the structures as a result of this. Normal mobs and even mobs you normally don't see can spawn in certain cave biomes now. Not that they drop anything special, they're just plain ol' vanilla.
## Added a new biome: **Limestone Grotto**
A cave filled with Dripstone and andesite and makes the ground legendaries scarier, since an earthquake can make stalactites fall.
## Other important changes
- Made caves a little bigger on average
> We are talking around 2.5-ish% bigger in general to make the small gaps be a little more wide, increasing the chance for connecting caves.
- Added a new structure: Limestone Houses
> A pretty generic structure that holds a lot of useful functional blocks.
- Added loot pool to Limestone Grotto for every mob
> Shulker Shells are obtainable here.
- Added a new spawnable mob: Ravager **1.20.2+ only**
> Watch out for the Ravager, it is a beast.
- Added a new offhand item: Firework Rocket
> Possibly the most insane combo with the Slime, VERY deadly.
- Made Sulfide Caves a bit bigger and a little bit more common
> Sulfide Caves is easily the most uncommon biome, now with Limestone Grotto taking some of its place it is only fitting to make it a bit more common to compensate for that.
- Added a new item: Light Emblem **1.20.2+ only**
> A very funny item to use in groups, this item essentially turns wherever you place it in the caves into a randomized mob frenzy which can be extremely deadly.
- Added a new weapon: Bastion Piercer (drops from Legendary Alchemist)
> Has a very nice ability, you'll see if you beat it. It's added to the Debug Menu.
- Added more advancements
- Added more loot to structure loot tables
- Added block-breaking AI (only for big mobs for now) **1.20.2+ only**
> Don't try and dig under them, it is a big mistake.
- Added block-breaking AI toggle off setting **1.20.2+ only**
- Added custom particle effects for each respective enchantlet tier
- Added cobwebs to Deeprock Caverns
- Made it possible to get Efficiency IX with a Tier 5 Enchantlet
> Can instamine deepslate
- Updated Guidebook to be updated with most recent version
- Made Magician's fire hit better at its start tick **1.20.2+ only**
- Made Bomber's TNT work with Water element **1.20.2+ only**
- Fixed an issue with Thunder Harpoon not registering beam at its last tick
- Fixed an issue where the Steel Battleaxe advancement didn't trigger
- Made legendary spawn sound not global **1.20.2+ only**
- Nerfed Frozen boots from 5x5 to 3x3
- Added double health to Iron Golem **1.20.2+ only**
- Made commons killed stat actually track **1.20.2+ only**
- Fixed an issue where uncommon zombies were unable to get a certain offhand item **1.20.2+ only**
- Buffed Ranged mob's power by a little bit **1.20.2+ only**
- Made Ice Spark less common
- Nerfed Ice Spark damage by a decent margin
> During playtesting I realised this item is way too strong for its obtainability
- Added barrier, obsidian and crying obsidian to ``#all_but_unbreakable`` tag which is self-explanatory.
- Tons of other changes, too many to list
[DP] Infinity Cave 0.11
### Added a debug menu to settings menu
- Option to Spawn a Legendary
- Option to Spawn an Epic
- Option to Spawn a Rare
- Option to Spawn an Uncommon
- Option to Spawn a Common
- Option to Spawn all custom weapons
### Bugfixes
- Fixed Thunder Harpoon advancement not triggering when obtained from a Legendary Drowned in Amethyst Caves.
- Fixed Steel Battleaxe advancement not triggering.
[MOD] Infinity Cave 0.11
### Added a debug menu to settings menu
- Option to Spawn a Legendary
- Option to Spawn an Epic
- Option to Spawn a Rare
- Option to Spawn an Uncommon
- Option to Spawn a Common
- Option to Spawn all custom weapons
### Bugfixes
- Fixed Thunder Harpoon advancement not triggering when obtained from a Legendary Drowned in Amethyst Caves.
- Fixed Steel Battleaxe advancement not triggering.
[DP] Infinity Cave 0.1
[MOD] Infinity Cave 0.1
收录