tModLoader

tModLoader

Microdungeons And More - A Worldgen Mod
156 Comments
Barzen  [author] 9 Jul @ 11:33am 
Si, debe ser compatible.
Angel_Enriq 7 Jul @ 6:59pm 
sabe si es compatible con better caves?, disculpe, pero el problema de que no se genere el bioma se sabana era culpa del propio mod, que ya se soluciono
Barzen  [author] 7 Jul @ 10:47am 
@melz: most probably, indeed, haven't tested it.
As Remnants heavily relies on worldgen, I assume it will overwrite the features of my mod.
melz 6 Jul @ 3:23pm 
I don't think this works with remnants
Angel_Enriq 18 Jun @ 2:09pm 
supongo que ya se soluciono el problema de que no se generaba el bioma de sabana, porque con otro mod que tambien, no se generaba, ya aparece, incluso con su arbol, despues de que spirit reborn se actualizara (aun no pruebo la compatibilidad con "Microdungeons And More - A Worldgen Mod")
Barzen  [author] 18 Jun @ 11:21am 
Este "simplemente no se generaba" pasa en el paso de "#WGM: Frost Fortress" ?
Porque este a veces dura un montón generandose y no sé porque.... pero aunque toma mucho tiempo, si acaba de terminar siempre!
Angel_Enriq 18 Jun @ 11:09am 
luego lo comprobare, porque hace poco spirit reborn se actualizo, y deseguro cambiaron muchas cosas respecto, porque cuando usaba su mod, el bioma simplemente no se generaba, pasaba tambien con otros mods de generacion de mundo, pero hace poco lo probe con better caves, y ya se generaba con normalidad
Barzen  [author] 18 Jun @ 10:35am 
@Angel_Enriq: puede ser, no lo he probado. Me puedes porfis describir que pasó?
Angel_Enriq 17 Jun @ 2:58pm 
parece que no es del todo compatible con spirit reborn
Barzen  [author] 17 Jun @ 10:48am 
@Shrukis: haven't tested it. As Remnants changes a lot of stuff in worldgen, it's likely that there'll be issues. If you encounter some, please report them.
KrisDreemurr 16 Jun @ 10:33am 
Is it compatible with Remnants 2.0.1.1?
Barzen  [author] 14 Jun @ 12:13am 
@Angel_Enriq: Si debe ser compatible.
Angel_Enriq 13 Jun @ 8:21pm 
es compatible con "Better Caves"?
Angel_Enriq 13 Jun @ 8:20pm 
es compatible con spirit classic y reborn?
Barzen  [author] 31 May @ 12:28pm 
@ClayWarTheOne: Thank you very much, I'm glad you like the mod :-)
ClayWarTheOne 31 May @ 11:01am 
Great mod, really adds Life to the world
Barzen  [author] 31 Mar @ 9:59am 
@JACK P.H.R.O.2.T: sorry, I didn't notice your comment. Yes, the mod works with Advanced Worldgen 👍
@Ronnie1001: thanks! Sadly until now no updates are planned, I'm chronically out of time.
Ronnie1001 30 Mar @ 7:30pm 
Great mod looking forward to more updates
JACK P.H.R.O.2.T 14 Mar @ 7:42pm 
brother does this work with advanced world gen? tysm for everything..
Madalovin 10 Feb @ 12:42pm 
Ah yes! I personally like dragging the pre-hardmode part of the game as slow as possible because it is my most enjoyed part of the experience. Everything progresses and moves way to fast after WoF. Haven't given BIOME much exploration yet aside from a few pokes down there, thanks for the nod.

I've done some testing as per yer invitation, and you can find the results and notes here. [imgur.com]
Barzen  [author] 10 Feb @ 9:59am 
Thanks. Try it out and tell me if you like the outcome :-)
If you have any more recommendations, about what to improve, feel free to tell 👍
The "Chastised Church" has always been part of the mod, since I took over development.
It was quite barren in the beginning but over the last year I slowly filled it with deco.
Allow me not to spoil the experience of finding it in your world. Terraria, after all, is also about exploring :-)
As a hint, about where to find it, you may have a look at the screenshots in this workshop page. The "Chastised Church" is not that difficult to find.
Madalovin 9 Feb @ 10:37pm 
Love seein' the addition to the config of 'Move Fissure to later worldgen step'. c:
Is the 'church' a new generation? I don't remember seeing it there before and I haven't found one in my world yet.
Barzen  [author] 9 Feb @ 4:17pm 
@Madalovin: update is out, please try the new config option and tell me what you like / dislike about it :-)
Barzen  [author] 9 Feb @ 6:48am 
@季风流年: I could certainly do that, but right now I have the mods expansion on hold, due to other programming. Just to make it clear: I'll update this mod for upcoming tModLoader updates, so it stays playable. In the moment I just don't add extra structures to the mod.
季风流年 8 Feb @ 2:16am 
can you make more unique cabins that belong to the terrain
季风流年 8 Feb @ 2:12am 
can you expand more of the original architecture terrain
Madalovin 3 Feb @ 8:18pm 
Thanks for gettin' back to me and for explaining. That makes alot of sense, shame that all my fissures just happened to get blocked by mushrooms, lol.
Didn't like the idea of 'Abandoned Hellovaters' personally and swapped the two values about. I have enough Hellovaters in all my runs that I'd rather not find a striaght pit down t' hell. Always nicer when its a rough n' tumble fall. Seems the Fissures are lined with traps too, been using the launch-pad traps to scale back up in a hurry. :p
Barzen  [author] 3 Feb @ 7:02pm 
@Madalovin: it's not a problem, it's a feature 😅
All the structures of this mod create very early during the world generation, so sadly they get overwritten quite often. On the other hand it makes the mod very "other worldgen mod" friendly. So other mods, that might have biomes critical for their playthrough, most probably won't get them compromised by the structures of this mod. So yeah, what you encountered is natural. The mushroom caves, the desert, granite, marble, corruption etc. all generate after the fissure and will overwrite them. Actually when you write "While not really a problem at all, it spoils the vibe of a earth-splitting valley to me" I think I can put another config option to fix that. Give me some 10 days as I'm on vacation right now.
You're right about the "Fissure" having a disabled state as default value...that's not intended and most probably an oversighted bug. Thanks for reporting, I'll fix that after returning from vacation!
Adolf Charles 2 Feb @ 10:40am 
damn it really has been over a year
Adolf Charles 2 Feb @ 10:39am 
i'm still checking in on this mod, very cool
Madalovin 28 Jan @ 9:03pm 
Also why were Chasms disabled / set to spawn = 0 by default?
Madalovin 28 Jan @ 9:01pm 
Not sure if this is this would constitute as a problem but these Mushroom caves [imgur.com] generated in the way of the chasms, segmenting them.
While not really a problem at all, it spoils the vibe of a earth-splitting valley to me. :p

Just in case, the other world-generation mods I've installed are
Verv's Minecraft Mod
Thorium Mod
Remnants
Orchid Mineshaft
Better Caves
Doodlinka 7 Jan @ 8:41am 
based, thanks
Barzen  [author] 4 Jan @ 3:51am 
@Doodlinka, update is out! :-)

@all: after having put 1 year of my freetime into the mod I finally achieved what I wanted it to look like. Right now I don't plan on adding additional structures, but I'm going to maintain the mod whenever anyone finds a bug / issue or Terraria gets updated.
So please don't stop reporting anything that doesn't seem right to you! :-)
Barzen  [author] 3 Jan @ 3:34pm 
The "loot fortress"? 😅🙈🙈🙈
Wow, I've never played any of the special seeds, very astonishing what effort the devs put into those!
In the next update the Wand of Sparkling, Wand of Frosting and also Chain Knife should no longer generate in the Frost Fortress during WorldGen of the remix world, a.k.a "don't dig up" world seed.
Thanks a lot for reporting! :-)
Doodlinka 3 Jan @ 5:23am 
the loot fortress in the snow biome generates the wands of sparking and frosting even in a remix world, where they are massively buffed and are supposed to be moved into hardmode
Barzen  [author] 24 Dec, 2024 @ 3:03am 
Just updated the mod: now the Chastised Church is equally decorated as the Frost Fortress (two new screenshots in the description as a small preview)!
Merry Christmas everybody :-)
Barzen  [author] 9 Sep, 2024 @ 2:51pm 
@schema: nah, you didn't waste my time. I'm always happy hearing that people play my mod and give some feedback. Good to hear that you could work it out.
schema 8 Sep, 2024 @ 4:31pm 
@Barzen: Hi, I really appreciate you taking the time out of your life to look into the problem I was having, your mods were giving me an error when generating the world, but I was able to resolve it, sorry for wasting your precious time.
Answering your question of whether you should add or fix something in your mod. (I'm just saying this as a suggestion) it would be nice to add certain structures that add more atmosphere to the game.
Thanks.
Barzen  [author] 8 Sep, 2024 @ 3:26pm 
@TaliaKuznetsova: I downloaded Calamity and generated a world.
I see the BrimstoneCrag generting, overwriting my ChastisedChurch...meh: https://i.imgur.com/eOioNPB.jpg
After that I see a structure on the other side of hell generting in the step "Draedon Structures". Is this what you call "hell lab"? https://i.imgur.com/iBulfMJ.jpg
.
I cannot seem to understand what you wrote: "the corruption dungeon in the underworld completely overwrote it with 0 blocks from Calamity spawning". My ChastisedChurch (the "corruption dungeon" you refer to?) generates directly after the Underworld is created and therefore gets overwritten quite easily... so yeah, my structure spawns fist, and Calamity can overwrite it. I don't see my mod causing a problem here either.
Also sorry for the delay. I had (and have) very few free time.
Barzen  [author] 8 Sep, 2024 @ 2:46pm 
@schema: I finally got to see the videos you took and had a look at the two mods you mentioned. Sorry for the long delay, I had (still have) very few free time.
So I installed your two mentioned mods and created a world myself and it didn't get stuck during world generation.
Now analyzing your videos:
- first video: world generation seems to get stuck in "[R] Mineshafts". That step is not related to my mod...which mod is it from?
- second video: I couldn't decipher which mod you deactivated, so that the world now generates.... my mod is still activated (after filtering: second row third mod), so I still don't see how my mod is causing problems.
- third video: world generation seems to get stuck again but this time in "[R] Microdungeons". That step is not related to my mod...which mod is it from?
.
....so in none of your three videos I see my mod failing. What exactly does my mod wrong and what do you think I should fix?
Barzen  [author] 27 Aug, 2024 @ 10:05am 
Ok, thanks for the descriptions @TaliaKuznetsova and @schema, I'll see what I can do.
TaliaKuznetsova 25 Aug, 2024 @ 8:47pm 
@Barzen It's Calamity itself, not a sub mod but the main mod itself. In world gen there is a lab on the opposite side of the Crag that is meant to be there, the corruption dungeon in the underworld completely overwrote it with 0 blocks from Calamity spawning.
schema 24 Aug, 2024 @ 2:24pm 
@Barzen: Since you've never played Calamity, you're missing out on a lot of content and frustration.
try it.. :)
schema 24 Aug, 2024 @ 2:21pm 
@Barzen: Done, I've given you permission to see them.
Barzen  [author] 24 Aug, 2024 @ 1:24am 
@TaliaKuznetsova: Can you please state which of the many Calamity (sub) mods is causing the problem and maybe adding a screenshot of the overlapping? I've never played Calamity and don't know the structures.

@Schema: I've sent you an access query to watch the video. I'll have a look at the problem.
TaliaKuznetsova 23 Aug, 2024 @ 1:45pm 
The Castised Church prevents the calamity hell lab from spawning. Having it spawn middle right or middle left as opposed to far left or right would prevent this issue. Other than that, been great.
schema 22 Aug, 2024 @ 3:20pm 
Here are some videos of world generation, deactivating and activating mods
https://drive.google.com/drive/folders/1S_-Rvt1J_BTueNhvBWPO1kkEIOibGeur?usp=drive_link
schema 22 Aug, 2024 @ 2:56pm 
Sorry, I was looking carefully and the incompatibility is not with Remnants, but with these two mods that modify the caverns, and add new structures and traps, etc.
Here are the links https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3158254975&searchtext=better+caves

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939093580&searchtext=mineshafts
Could you take a look at it and make it work? It gets stuck in world generation.
Barzen  [author] 22 Aug, 2024 @ 2:14pm 
I've never played the Remnants mod. Can you please describe what's the problem and which structures collide?