File Details
cavegenerator-0.9.jar
- B
- Aug 18, 2018
- 82.36 KB
- 191
- 1.12.2+1
File Name
cavegenerator-0.9.jar
Supported Versions
- 1.12.2
- 1.12.1
Changes / Additions / Fixes:
- A dedicated large stalagmite and stalactite generator.
- Runs after caves are generated.
- As such, it will not spawn exclusively in its cave type, like BlockFillers would.
- Instead, it will spawn anywhere it can.
- Only requires "state" to be specified. Other fields have defaults.
- Supports the following parameters:
- "state"
- "maxLength"
- "minHeight"
- "maxHeight"
- "probability"
- "spawnInPatches"
- Runs after caves are generated.
- A new preset: stalactites_large.json
- Contains examples of the new feature as well as some additional commentary.
- See vanilla.json for the default values.
- Cave Generator can now run simultaneously with other cave and ravine generators.
- Setting "runAlongsideOtherCaveGenerators" to true in the config file will allow both Worley's Caves and Cave Generator to run at the same time.
- I'm open to suggestions for how to improve this ridiculous field name. Let me know if you have anything shorter.
- A convenient way to move fields and objects from one preset to another.
- Users can enter a short command in the config file to move any group of properties from one json file to another.
- Supports automatically adding property names to "keys," where applicable.
- Steps:
- Make sure both presets are in the preset folder.
- type the information with this syntax under "presetCombiners:"
- originalPresetName.fieldName, newPresetName
- originalPresetName.objectName.fieldName, newPresetName
- Restart your game, just in case.
- For example, you can import the new large stalactites from stalactites_large.json into your vanilla.json with the following text:
- stalactites_large.largeStalactites, vanilla
- stalactites_large.largeStalagmites, vanilla
- Your file will be backed up, but regardless, comments will be deleted, so make sure to read those first.
- Improved how ravines detect water before placement. They should no longer cut holes through oceans.
- Improved how caverns detect water before placement. They should no longer leave openings on ocean floors.
- Fixed large clusters not extending up high enough and getting cut off.
- Theoretical optimizations to how large caverns are spawned.
- Still testing how much this actually matters.
- Regardless, they're pretty fast and definitely faster than vanilla's tunnels, at this point.
- Started working on breaking some large methods into multiple smaller methods to improve maintainability.

