fogged-1.4.0.jar
Curse Maven Snippet
What's new
Release 1.4.0
Worldgen: stone towers standing out of the murk.
Existing configs want a look. The pillar settings are new and arrive under [pillars], split into layout, shape and surface. Nothing else moved, but deleting fogged-common.toml and letting it regenerate is the quickest way to the defaults.
Added
Karst towers. Groups of stone towers raised from bedrock to around the murk's high-water mark, so a group breaks the surface as a cluster of islands or as a crest you can walk the length of.
- Two references, mixed per tower rather than averaged. Ha Long Bay gives the karst stack -- round, lumpy, undercut at the waterline, domed. Cape Pillar gives the dolerite column -- sheer, flat-faced, polygonal, flat-topped. One rolled number moves a tower along that scale, and it moves the lumpiness, the taper, the cap and the faceting together, so neighbours read as the same rock weathered differently.
- Nothing overhangs anything. Each slice is clamped to be at least as wide as the one above it, so a bench grows its own buttress and a stratum its own shoulder. The undercut at the waterline is the one deliberate exception.
- Bedding after Create's layered ore: layers stack along a tilted axis, each rolls its own thickness, no layer repeats the one below it, boundaries wander in three dimensions, and a layer reaches only so far before it pinches out. Ores are left to vanilla, which runs through the towers at a later step than this does.
Groups lay out as ridges or as isles. A ridge strings its towers along one line, close enough that at the bolder radii they run together into a wall; a cluster scatters them as separate sea stacks.
Dressed to the climate at their foot. Snow and ice where it is cold, leaves and trailing vines and jungle bushes where it is warm and wet, grass elsewhere. Warm asks for rainfall as well as heat, so a desert stays bare. Vines follow the borders of a Voronoi field, so they run as connected seams rather than speckle; ice keeps to patches over about a quarter of the rock.
A skirt of scree where a tower meets the ground, bedded on the real floor -- under water and under ice, not on top of them -- and dithered into whatever the local surface is made of.
One group is always planted within a hundred blocks of the world origin, so a new world starts in sight of one.
Finding them.
/locate structure fogged:karst_pillars, orfogged:karst_ridgeandfogged:karst_isleto ask for one kind./fogged locate pillars|ridge|isleanswers the same question from arithmetic alone and touches no chunks, so it is instant at any range.Mobs run for air. A mob caught under the fog now heads for the nearest nozzle-filter breathing sphere, or for the boundary when none is near, instead of drowning where it stands. An ordinary AI goal driving the mob's own pathfinding, so modded mobs escape with whatever movement they already have.
mobSpawnsInBreathingSphereslets them spawn inside a sphere as they would above the boundary.
Known
Towers generate through structures. Keeping them clear of villages was tried and taken back out: judging by where a structure might start rather than where one did meant refusing far more ground than was needed, and cutting the rock instead left towers hanging over the hole. Both are worth another go and neither is in this release.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

