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MMO - Let's Go

Magical, technical, and exploration pack with tons of custom power-ups and new challenges!

File Details

MMO - Let's Go-0.1.5.zip

  • B
  • Oct 26, 2020
  • 10.97 MB
  • 131
  • 1.12.2

File Name

MMO - Let's Go-0.1.5.zip

Supported Versions

  • 1.12.2

MMO - Let's Go! v0.1.5 The World Gen Update Changelog


Get ready for the foundations of adventure!


In this update, we addressed a wide array of configurations relating to world gen, to include the way ore spawning is handled (via Custom Ore Gen), how biomes are assigned and weighted (with GeographiCraft), how terrain feels (with Realistic Terrain Generator and Biome Tweaker), and even the power of mobs dependent upon their location (again: Biome Tweaker). We also took our first look at injecting the world with structures to explore (and likely die in). This update brings you the rogue-like dungeons of the three main factions (dwarves, humans, and dragons) for a taste of what these three branches will come to feel like! (For more details see the "Rogue-Like Dungeons" section below.

 

World Gen

Several changes impacted how the world is generated, so be ready to create new saves to experience the full power of this.

 

  • Terrain Gen
    Added Realistic Terrain Generator (RTG)
    Configured RTG and GeographiCraft to accept biomes from Beasts and Biome Tweaker (custom testing)
    Set default world type to RTG "Realistic"
    Assigned underground biomes to related biome groups
    Added Worley's Caves, configured lightly to increase impact of underground biomes

 

  • Ore Gen
    All metallic ores have been assigned a Tier number and spawn according to our tier-assignments per biome! For more on this, see the "Tier System" section below
    All gem ores have been assigned to spawn in pipe veins with uniquely-coordinated liquids filling the seam
    Ores from Immersive Engineering, Immersive Energy, Immersive Intelligence, Thaumcraft 6, Embers, Welcome to the Jungle (added to Erebus), Fossils and Archaeology, Biomes O' Plenty, Electroblob's Wizardry,
    Transmutation Alchemy, and base Minecraft have all had their ore spawn nature's changed to spawn in large veins, clouds, pipes, clusters, or seams! As a result, expect to find ores less frequently, and to spend time prospecting. But once you've found the vein you're looking for, you'll find the literal mother lode!
    Added Bluegem (repurposed Welcome to the Jungle sapphire), and a custom ore, Alchemical Crystal Cluster ore to the Erebus

 

  • Flora
    Adjusted configurations to maximize the appearance of Dynamic Tree variants and minimize the appearance of vanilla-generated trees (if you see one, let us know; most trees that currently appear are created by structures)
    Dynamic Trees now drop approximately 60% more wood to compensate for growth times relative to vanilla wood farming methods

 

  • Fauna
    Assigned all mobs to a Tier, and arranged them by biome theme. For more, see the "Tier System" section below
    Updated various mob-bearing mods further enhancing the array of dangers you'll encounter out there!

 

  • Structures
    Removed all Ruins from spawn to make way for carefully-vetted and tailored future inclusions. They will return, and in force; promise

 

Tier System

Although it was introduced before this update, the Tier System is beginning to show enforcement with update 01.5, and bears some explanation. This is a changelog, so this will have to be brief.
All Biomes, metallic Ores, monsters, and structures have been assigned a Tier number ranging from 1-5 (for Overworld) and 6 for any unique monsters or biomes in other dimensions. This impacts these four categories in specific ways.

 

Biomes: Biomes are largely unaffected in terms of how they spawn, but higher tiers tend to be difficult to traverse, filled with natural hazards, and will contain higher-value treasure and structures. But do not mistake this for easy money―a Tier 5 Biome will challenge you and do its best to break you!
Ores: Ores will primarily spawn in biomes of the same Tier as the ore, with rates slightly better than vanilla frequency, except 1 and 5, which spawn at roughly 150% vanilla frequency in their same-Tier biomes. They will also spawn in the tiers directly above and directly below their own, but at a reduced rate (roughly 50% of vanilla rates). Iron is the only ore with a double rating, listed as Tier 2 and 3, thus spawning in all tiers from 1-4. Tiered ores are Copper, Tin, Zinc, Lead, Silver, Iron, Nickel, Gold, Bauxite (Aluminum), Tungsten, Uranium, Thorium, and Platinum. Gems, dusts, and other ores are not tiered.
Monsters: All monsters are divided up by biome themes, carefully selected to provide a diverse and unique enemy spectrum for each biome, in a list of over 200 biomes. The higher the Tier of a biome that a monster spawns in, the tougher that monster will be! And we mean it. (Currently, monsters are not granted tier-based buffs, but in future versions of MMO - Let's Go! they will be.)
Structures: Currently only Rogue-Like Dungeons are implemented (see below!) but in the future, a biome's Tier and preferred faction will influence the kinds of structures you may find in them!

 

Rogue-Like Dungeons
  1. After over a week of work, and even more time in preparatory staging, we're ready to unveil these monster-pieces for our audience!
    Rogue-Like Dungeons have been configured to create three unique dungeon-delving experiences based on our three core factions: Dwarves, Humans, and Dragons! A brief explanation follows.
  2. Dungeons spawn in their faction's preferred biome sets, meaning that a Dwarven dungeon will only appear in Dwarf-preferred biomes (we will eventually provide a list of these -but feel free to take notes as you play and see if you can identify them!)
    When a dungeon spawns, it is aware of the tier of biome it is residing in and will spawn 1 floor per tier of the biome. The higher the Tier, the deeper the dungeon, the more deadly the traps and monsters. Be ready to die. A lot.
    If you aren't sure what Tier you're in, the dungeon has ways of letting you know if it truly goes deeper or not. See if you can spot it.
    As of this update, dungeon loot has not been configured, and so the treasure you may find is default. Go for the challenge for now. In a future update, these dungeons will be packed with goodies fit for a practitioner of the related skill trees!

 

  • Mod Additions
    Ambience (currently disabled, pending configurations!)
    Worley's Caves
    Realistic Terrain Generator
    Runes of Wizardry

 

  • Other Changes
    Fixed Ember Bore creating pollution (it shouldn't)
    Resolved a minor recipe conflict
    Attempted to remove Shipwrecks from world gen for the time being
    Removed all silverfish from general mob spawning (whoops)
    Removed all boss mobs from general mob spawning (double whoops)
    Removed feral ratlanteans from general mob spawning (I say triple whoops)
    Dragons still reenact the movie Reign of Fire in Wastelands for now. Enjoy
    So many other changes that I forgot to properly track. I will get better at this process