[1.12] Dooglamoo Worlds Mod Download


Dooglamoo Worlds Mod is the terrain generation portion of a mod that will later include portals or gates that you can build to travel to different randomly created worlds for mining, farming, building or exploration.

Dooglamoo-Worlds-Mod.png
Right now there are just some world types that you can try out for testing when creating a world.

Features:

  • With the addition of elytra to the game and people wanting to build bigger and more realistic creations.
  • This mod expands the scale and realism of world generation (hopefully not too much) and makes it so that you can explore without seeing the exact same biomes over and over.
  • However, if you are the type of person that likes to see all the content within an hour of playing, then this mod is probably not for you.
  • If you just played a regular survival game with the default Dooglamoo world type of this mod, you may never see a volcano, but for some one, just knowing that there is one somewhere out there in the world that they could eventually stumble across is pretty cool.

This mod does not add any new blocks or items. Vanilla clients can connect to servers running this mod.

There are 8 geofactors that contribute to the terrain generation and features, all range in value from -1.0 to 1.0, the value range can be categorized as follows: -1.0 to -0.5 = level 0, -0.5 to 0.0 = level 1, 0.0 to 0.5 = level 2, 0.5 to 1.0 = level 3.

  • elevation: tectonic plate height, forms continents, changes gradually, follow down to go toward ocean, up to go inland, a value of 0.0 roughly corresponds to a shoreline.
  • density: rock hardness, 0=sedimentary/sandstone, 1=limestone/stone, 2=granite, 3=ignious/diorite.
  • uplift: 0=depressions, 1=flats/plains, 2=hills, 3=mountains.
  • volcanism: determines how close lava/magma is to the surface, a category of 3 means it is likely that a volcano will be present.
  • era: the age of the land, determines depth of the soil on top of the rock layer and plant features.
  • erosion: the roughness of the terrain, valleys and canyons, can extend into the rock layer.
  • temperature: from cold to hot, determines vanilla biome category along with precipitation.
  • precipitation: from dry to wet, determines vanilla biome category along with temperature.

How to find ores:

Each ore has requirements and optional modifiers. The requirments must be met for the ore to be present. The modifiers affect the density or amount of ore present.

  • clay: density=0, precipitation>0.0, modifier1=uplift<0.0, modifier2=era<0.0
    locations=wet sandstone, white terracotta strata, best conditions=young flat swampy
  • slime: density=0, era>0.5, precip<-0.3, modifier1=elevation<0.0
    locations=old dry sandstone, best conditions=old deep ocean
  • coal: density=1, era>0.0, modifier1=precipitation>0.0, modifier2=uplift<0.0
    locations=old stone, best conditions=old wet flat/swampy
  • iron: density=1, uplift>0.0, modifier1=erosion<0.0, modifier2=volcanism>0.0
    locations=stone hills/mountains, best conditions=mountainous non-eroded volcanic
  • gold: density=2, erosion>0.3, modifier1=uplift>0.0, modifier2=temp<0.0
    locations=eroded granite, best conditions=eroded cold hills/mountains
  • redstone: density=2, uplift>0.0, modifier1=era<0.0, modifier2=precip<0.0
    locations=granite hills/mountains, best conditions=young dry
  • lapis: density=2
    locations=granite, andesite strata
  • emerald: density=2/3
    locations=granite/diorite, andesite strata
  • quartz: density=3, erosion<-0.3, modifier1=volcanism<0.0, modifier2=era<0.0
    locations=non-eroded diorite, granite strata, best conditions=young non-volcanic
  • diamond: density=3, volcanism>0.3
    locations=volcanic diorite
  • glowstone: erosion>0.3, volcanism<0.0, era>0.0
    locations=old eroded non-volcanic

How to find caves:

As erosion increases, the frequency and size of caves increases. Surface entrances are almost non-existent, sometimes they can be found underwater in eroded areas. Caves do not usually extend up into the topsoil layer so you have to dig down into the rock below the soil.

WorldTypes:

  • Dooglamoo: Default Dooglamoo terrain generation. Fairly even distribution of geofactor values.
    server.properties: level-type=DOOGLAMOO
  • Dooglamoo Sm: (Small) Geofactors change more quickly, meaning you don’t have to travel as far to get more condition changes.
    server.properties: level-type=DOOGLAMOO_S
  • Dooglamoo Wt: (Weighted) Random weights (+/-) are added to the geofactors for the world. This means you could get a world that is slightly to extremely more mountainous, wet, volcanic, etc.
    server.properties: level-type=DOOGLAMOO_W
  • Dooglamoo SmWt: (Small Weighted) A combination of small and weighted.
    server.properties: level-type=DOOGLAMOO_SW

Dooglamoo-Worlds-Mod-1.pngDooglamoo-Worlds-Mod-2.pngDooglamoo-Worlds-Mod-3.pngDooglamoo-Worlds-Mod-4.pngDooglamoo-Worlds-Mod-5.pngDooglamoo-Worlds-Mod-6.pngDooglamoo-Worlds-Mod-7.png

Requires:

Minecraft Forge

 

Download links for other versions:

 

Videos:

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