Cave Generator is a modification of Mojang's tunnel generation algorithm, used for creating cave-like openings in the overworld. It supports injecting overrides for almost any variable used in the process, and even adds a few options for creating different shapes. Additionally, users can apply decorations to flood caves with water, replace surfaces with grass, cover them with gravel, place stalagmites and stalactites, and more. Each cave preset has a percent selection chance, a height range, biome restrictions, and other parameters to help make them stand out and prompt exploration. Multiple presets can even be combined to create entirely new shapes.
Cave Generator also supports a number of new features that would not ordinarily exist in vanilla, such as giant ore and stone clusters (multiple chunk radius), stone layers, dedicated stalagmite and stalactite generators, and even an entirely new, noise-based cavern generator.
In addition, Cave Generator can be configured to run alongside some other cave generators, such as Worley's Caves. Take a look at the config file and set "otherGeneratorsEnabled" to true to enable this feature. Expect slower generation speeds.
Because preset creation can initially be somewhat tedious, the mod includes a total of 13 example presets. By default, only the vanilla preset is enabled. It can be found under /config/cavegenerator/presets/, which is the cave preset directory. Open it up and take a look at the different categories to get a better idea of what can be done. To enable or disable presets, simply change "enabled" from false to true, or remove the line "enabled" altogether, as true is the default option. There is no need to restart the game for this to take effect; presets can be reloaded while in-game using the command "/cave reload." Use "/cave" to see which other commands are available.
If you're just looking to explore the demo presets included with the mod, simply copy the files from `/config/cavegenerator/example_presets` to `/config/cavegenerator/presets` and then run the command `/cave list` to quickly enable or disable whichever ones you'd like to explore. The changes will take effect immediately upon exploring new chunks. I also recommend running `/cave test` to quickly get into spectator mode with night vision for easy exploration.
Suggestions and bug reports can be sent to GitHub. However, I welcome any feedback and am usually willing to discuss potential changes or additions to the mod on Discord. I'm also willing to help you get your presets setup exactly how you like them, so feel free to join us there! Here's a link.
Features:
- Fully customize Mojang's tunnels, ravines, and rooms to create a variety of different shapes and patterns by altering the frequencies, dimensions, angles, and more.
- Create your own noise-based cavern generation with all of the parameters from FastNoise and more.
- Spawn giant clusters and layers of stone.
- Decorate caves with stalactites, giant pillars, and nbt structures.
- Cover the ground with grass or other blocks, or replace the air with something different.
- Don't feel like messing with the settings? Try out all 13 of the included presets, or check the Discord server for more.
Does this mod work with Yungs better caves and OTG? I would really like to play with these 3, as they make the world a lot more interesting.
Edit: i asked a dumb question
This really is an amazing mod, but why does my grass and stuff spawn in the air in the caves with the underground forest preset? I'm using the bettercaves mod along with this mod with othergeneratorenabled set to true
Hi. Is it possible to make a localisation based on biomes ? (not sure how to phrase it.)
It would be pretty cool to have multiple presets active, but not everywhere. Not accumuling, colliding. (Still don't know how to phrase it ^^)
Because, I'm in love with the garden one for exemple, but I'm sad it's now like that everywhere; It replace all underground.
I would love to have a world with vanilla aesthetic cavernes most of the times, and only sometimes ocean, garden, or else.
Can I do that ?
In reply to 0blib:
Hey, there! It looks like you're trying to limit the generators to specific biomes. You actually can do that. Just take a look at `biomes` at the top level. You can view vanilla.cave for more info on using it. The only problem is that it doesn't work with the cavern generator, so anything inside of a `caverns` object will always spawn anywhere. Fixing that has proved to be extremely difficult. :/ Hope this helps!
In reply to personthecat:
Hey ! Thanks for the answer ! =)
I'm on the discord since that comment, glad I found you on both ^^
Just figured out I can read the preset files ^^ I'll take closer look to them !
Took me a little bit of doing to completely wrap my head around this, but it was worth it. I'm currently in the process of making some neat cave dimensions by combining this with JED, for use with Vertically Stacked Dimensions. Thanks.
As an aside, I encountered a crash that seemed to be an issue with Cave Generator and Worley's Caves. I haven't tested it extensively, but the crash *seemed* to be because I had Worley's blacklisted in the Overworld (which, normally would cause regular vanilla caves to spawn there).
In reply to Netist:
Hey, thank you so much for the feedback! Feel free to share the crash report on GitHub and I'll definitely take a look at it.
edit: nvm, ill ask my question in the discord
This mod is amazing
In reply to thewalkingcorpse183:
Thanks for the feedback!
It must be so painful to rewrite all the code, cheers man. let me try what cave can I make in current version :D
Compatible witth quark?
In reply to spinosgaming:
Yes in the sense that the two mods will literally function together and that CG can use Quark's blocks, if needed, but I'm not sure what other functionalities you might be referring to. Hope this helps!
In reply to personthecat:
I'm referring to the different cave "biomes" that quark adds
In reply to spinosgaming:
It works so well, I even try to use this mod solve forest cave burning
In reply to spinosgaming:
Yeah, that should definitely work!
Hi,personthecat
This mod has Already became the last reason why I did't upgrade to 1.14.
So...is there any plan to adapt 1.14? Since Forge has released new version now.
In reply to zhuqinghe:
Yes, there is absolutely a plan. I'll most likely add a few more quality of life changes here and there and finish the 1.14 update for Ore Stone Variants first before updating Cave Generator, though. My problem is that I feel like I just finished completely rewriting this mod and I'm not quite ready to do it all over again.
I tried this mod for 1.12.2, and I don't like it. Excuse me for having very little knowledge of how to code, but I couldn't figure out how to change what presets it used in worldgen, and it always generated caverns with grass, mushrooms and things that don't belong underground, as well as having those caverns open into the oceans, resulting in frustration. I do not like your mod, I will not try it a second time, and I most certainly will recommend against it in the future.