Mods / CaveContent- Filling up the caves

Category: #Cosmetics #Tweak #Worldgen
Author: Mr1k3
Side: Both
Created: Jan 23rd at 6:00 AM
Last modified: Feb 2nd at 4:11 AM
Downloads: 2587
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Cave content is a mod designed to make the caves a little less boring, my hope is to one day make sure every cave you explore have more than just bare stone.

Works in old worlds, but you will need to explore newly generated terrain to see the new content. Locust and bell changes are global to all areas of the world no matter when they were generated.

Currently cave content tweaks/adds:

New stuff-

  • Rot caves- At the deepest depths, the same rot that brought the end of the world still resides down there, dormant, It's aged so much it's no longer a direct threat to your healthy seraph as it only slows your movement speed by 25% when walked through, but it still makes for an eerie reminder of the past, drops rot when broken.
  • Compacted machinery- This strange ore seems to form uncommonly near the mantle, how these parts and gears got here is a complete mystery, what is clear is it offers a decent source of some rare components provided you have a decent enough pickaxe. Also drops temporal tinkerer parts with that mod installed.

Tweaks-

  • Added 2 more variants to locust nest spawns, a huge and gigantic variant, this should make nests a little more common, but these are also much more deadly to come across.
  • Increased spawn rate of sawblade locust and the bell, since you will see more of them the sawblade locust has 5 less health and does 4 less damage.

Version For Game version Downloads Release date Changelog Download
v1.0.1 2019 Feb 2nd at 4:11 AM Show CaveContent_v1.0.1.zip
v1.0.0 568 Jan 23rd at 6:03 AM Show CaveContent_v1.0.0.zip

7 Comments (oldest first | newest first)

ArchieBoop, Apr 4th at 8:59 PM

This is an odd one, but could we perhaps have a mean to make rot covers for things? Would be nice for some historic / eldritch-y builds.

1618, Feb 2nd at 3:50 PM

Thanks for the mod. Exploring caves for ruins and ores should be far more expansive.

  • Should have multiple ways to find ruins, including: treasure maps, ones that take skill to figure out, ones that are being protected, and some that are just close to entrance or far away.
  • Should be Themed Ruins like Blacksmiths, special Quarry area, Safe houses, Armoror, Storage areas, Small villages, etc.
  • Areas should have decorated paths and entrances, and contain lore puzzle pieces, unique items, etc.
Mr1k3, Feb 2nd at 4:11 AM

1.0.1-

  • flipped generation chances of the huge and gigantic locust caves, and slightly lowered them. Now the slightly smaller nests will be more common than the huge ones
  • upped sawblade locust spawn chance a tiny notch
  • compacted machinery now has final drop enabled on plates and the temporal gear so you will only get one of those 3, plus any additional common items that may have rolled their chance alongside it. Also added stone pebble drops and slightly lowered common drop chances and upped uncommon drop chances. Should feel a little more consistently good to get drops from the ore now and a little less 0-100.
  • temporal tinkerer now adds ancient part piles to the drops of compacted machinery, meaning you can now get temporal tinkerer stuff from the ore, this patch is handled all on TT's side and CC does not need to be updated for these specific additions, only temporal tinkerer does.
Mr1k3, Jan 28th at 9:54 AM

BlueFuryDragon yes, but you will need to go to new terrain to see the new additions. The locust and bell changes are global, even applying to old areas, clarified this in the post now

BlueFuryDragon, Jan 28th at 9:44 AM

Can I add this to an already created world?

MarcellusPrimer, Jan 24th at 2:03 AM

This is really cool I like the Compacted machinery a lot

Minni6in, Jan 23rd at 3:37 PM

this is awesome man

delete edit