CaveBiomes Mod 1.10.2/1.7.10 is centred around the concept of making underground cave exploration a bit more interesting, by adding a few new blocks like stalactites and stalagmites, and then utilising existing them alongside vanilla blocks to create a more interesting experience.  The mod works perfectly fine on its own, however it is designed as a world-gen companion for Underground Biomes Constructs.  All UBC stone types have corresponding stalactites and stalagmites.

CaveBiomes Mod Logo

Features:

CaveBiomes:

  • CaveBiomes is the central module of the set, and is focussed around the concept of making underground cave exploration a bit more interesting, by adding a few new blocks like stalactites and stalagmites, and then utilising existing them alongside vanilla blocks to decorate the floors, walls, and ceilings of caves, based off of the biome-type and depth of the cave. New dungeons and cave subtypes can also be found underground, using both vanilla mobs and the mobs supplied by this mod.
  • New Blocks: Stalactites and Stalagmites, Lava Crust, Mossy Stone, Mossy Dirt, Wet Stone, Foxfire (rare, glowing mushrooms)

Mobs: Armed and Dangerous

  • Mummies: Vanilla zombies wearing mummy wraps, can be found in desserts or other sandy biomes.
  • Pharaoh’s: more dangerous mummies, which can be found buried in their tombs in sandy biomes.
  • Skeleton Knights: Vanilla skeletons armed with a sword, in chainmail, found only in strongholds or other underground structures
  • Skeleton Mages: Vanilla skeletons armed with a blaze rod, capable of shooting fireballs, found only in strongholds or other underground structures
  • Deranged Golems: Vanilla iron golems, gone mad from long abandonment, who will attack the player on sight. Found only in special dungeons. (currently disabled)
  • Zombie Miner: Vanilla zombies equipped with a pickaxe and helmet. Found only in mineshafts.

Ore Generation and Density: This Mine Is Mine

  • Rather than generating as shapeless veins, ores can now generate in long thins veins, wide flat sheets, disperse clouds, and other types of formations. Generation can be completely controlled in the config file, and custom ores can be added. Generation rates are scaled to world surface height (so, in tall biomes like mountains, more ore is generated to maintain a uniform density), and generation ranges are also scaled to surface height (e.g. in vanilla, diamonds are only found below a certain Y value, generation by this mod sets them instead to generate below the percentage of the average surface height for the chunk).
  • Ores also can be found at different densities, dropping up to 3 ores from a single block.
  • Ores can be generated using a simplex noise generator, rather than just randomly. What this means, is if you find a chunk with a particularly high amount of a certain type of ore, the neighbouring chunks will also probably have high levels of that ore. Same for low levels. Biome types also affect ore generation rates- see the config for details.

Big Trees: More Wood in Your Woods!

  • BigTrees works by replacing tree generation in the world, with larger versions, more detailed versions of the same trees. Large branches, intricate root systems reaching down into caves, and dense jungles all await you!

Gameplay Tweaks: Harder, Better, Stronger

  • Block Stability: Cobblestone, dirt, and any other block listed in the config under stability, are affected by gravity, however only when disturbed by the player breaking an adjacent block, or by an explosion. Larger formations of cobblestone and dirt will not be affected. Stacking unstable blocks in a 1 block wide tower (aka nerd-poling) tends to result in the tower collapsing. Supports (fence blocks) will stabilise unstable blocks in a small area.
  • Harder Mining: Stone is significantly more difficult to mine, and instead of dropping as an item first breaks into cobblestone. However, whenever a player mines an ore, adjacent stone fractures into cobblestone. This feature combines with the DenseOre blocks from the ores module, to fracture outwards multiple times, based on tool strength and ore type. (note, that in order to prevent abuse, the placement of ore blocks by players not in creative mode is disabled).
  • Explosions: Explosion strength and directionality takes into account adjacent blocks, and can be controlled by placing high-density blocks next to the explosion source. Whether a block is dropped from an explosion is based on the force applied to the block, and explosions generally drop more blocks than previously. Explosions also tend to fracture stone into cobblestone, rather than directly dropping the block. Redstone based blocks (redstone ore, redstone torches, redstone wire, redstone blocks) are not explosive on their own, however if disturbed by an explosion are unstable enough to also explode (be careful doing explosion based mining around redstone ore deposits).
  • Water: Water source blocks only generate in biomes with biome dictionary wet tag. No more infinite water outside of rivers, oceans, and swamps.
  • Torches: Torches will go out if left unattended (if no player is nearby). They can be relit, either by hand or requiring flint and tinder (based on config settings). (feature is off by default- enable in the gameplay config).
  • New Ore: Nitre ore can be found on the floor of caves (configurable to other generation types using the ores module. Combines with charcoal and sulfur (craftable from netherrack), to make gunpowder.
  • New Item: Sulfur. Made from netherrack, used with nitre and charcoal to make gunpowder.
  • New Item: Home Scroll. Crafted with paper and an ender eye, teleports a player to their bed when used.

Sub-Biomes : More sub in your biomes

  • Sub biomes generate in the world by being placed after primary generation is finished- by replacing a small percentage of the parent biome in the world. If you’re using other biome adding mods, you may need to double check your biome IDs to confirm that there are no conflicts- settings for this module can be found in OverworldGenConfig.cfg
  • Autumn Forest: A forest biome, in which all the leaves have turned autumn colours.

Screenshots:

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Requires:

Minecraft Forge

WTFCore

How to install:

  1. Make sure you have already installed Minecraft Forge and WTFCore.
  2. Locate the minecraft application folder.
    • On windows open Run from the start menu, type %appdata% and click Run.
    • On mac open finder, hold down ALT and click Go then Library in the top menu bar. Open the folder Application Support and look for Minecraft.
  3. Place the mod you have just downloaded (.jar file) into the Mods folder.
  4. When you launch Minecraft and click the mods button you should now see the mod is installed.

CaveBiomes Mod 1.10.2/1.7.10 Download Links:

For Minecraft 1.7.10

CaveBiomes Mod: Download from Server 1Download from Server 2

WTFCore: Download from Server 1Download from Server 2

For Minecraft 1.10.2

Download from Server 1Download from Server 2