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Alex's Caves Continued Terrablender Fix

Fixes an incompatibility with Terrablender and Alex's Caves Continued on Fabric 26.2 causing Alex's Caves biomes to generate incorrectly.

Alex's Caves Server Fixes

Server-side fixes for Alex's Caves Continued on Fabric. Nothing needs to be installed on clients, and it works the same in singleplayer.

What it fixes

Cave biomes generate as plain stone when TerraBlender is installed

Alex's Caves builds its caves - the galena of the Magnetic Caves, the radrock of the Toxic Caves, the open caverns of every cave biome - out of surface rules. When TerraBlender is also installed (many mods pull it in, such as FallDrop Backport), Alex's Caves stops adding those rules itself and tries to hand them to TerraBlender instead. That hand-over doesn't accept any of Alex's Caves' rules, so they never reach world generation at all.

What you see: /locate biome alexscaves:magnetic_caves finds a biome, but when you get there it's ordinary stone and deepslate, closed in and nothing like the biome. Your server log shows:

Added 0 vanilla biome surface rule types via terrablender
Added 0 modded biome surface rule types via terrablender

This mod merges the rules in exactly the way Alex's Caves does when TerraBlender isn't installed. It only steps in when that hand-over really took nothing, so it stays out of the way on setups that don't have the problem, and on future versions of Alex's Caves that fix it.

Only chunks generated after installing this mod are affected. Caves that already generated wrong stay wrong until those chunks are regenerated.

Cave maps lead to empty places on older worlds

Cave maps (and /locate) work out where a cave biome would be. If Alex's Caves was added to a world that already existed, most of the nearby answers fall in terrain that was generated before the mod was installed - terrain that has no cave biome in it and never will. Every map points somewhere empty.

With this mod, cave maps skip over that old terrain and point to the nearest place the cave biome actually exists, or will generate once someone gets there.

To enable it, run this once as an operator:

/alexscavesfixes scan

It reads the saved world in the background (the server keeps running normally) and writes a small map of which chunks predate Alex's Caves to <world>/data/alexscaves_server_fixes/. You only need to run it once, after adding Alex's Caves to an existing world - chunks generated later don't need to be in it.

Tip: on a large existing world the nearest new cave biome may be far away. Raise cave_map_search_attempts in config/alexscaves-general.toml so maps search further (each attempt covers 64 blocks of the search spiral: 128000 reaches about 11,000 blocks, 400000 about 20,000).

Commands

All commands need operator permission (level 3).

Command What it does
/alexscavesfixes status Shows which fixes are active and whether an old-terrain map is loaded
/alexscavesfixes scan Scans the overworld and writes the old-terrain map for cave maps
/alexscavesfixes clear Deletes the old-terrain map, so cave maps search as Alex's Caves ships them

Compatibility

  • Minecraft 26.2, Fabric Loader 0.18.4+, Fabric API
  • Alex's Caves Continued 1.0.10 (tested)
  • TerraBlender is optional - the surface rule fix only matters when it's installed

Both fixes switch themselves off rather than causing errors if a future Alex's Caves update changes the code they rely on.

Regenerating broken caves

This mod can't change chunks that already generated. If you want existing cave areas to regenerate, delete those chunks with a tool such as MCA Selector while the server is stopped - and make a backup first.

Alex's Caves Continued Terrablender Fix Team

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