
Description
Vanilla's tangle of noodle caves is gone. In its place the underground is solid rock cut by seven hand-designed cave systems, each with its own shape, biome rules and reward for finding it.
Minecraft 1.21.1 on Fabric or NeoForge, and 1.20.1 on Fabric or Forge. Needs Architectury API.
⭐ What It Does
- The deep is solid again - vanilla cave entrances, noodle caves, cheese voids, ravines and the extra underground carvers are all suppressed, so rock is rock except where GeoTectonic cuts it.
- Seven caves worth finding, each placed by biome and depth:
- Tectonic Fracture - a narrow surface crack that descends toward bedrock, widening and branching. Every overworld biome.
- Karst Chamber - warm biomes only. A vaulted hub with satellite rooms, stalactites, calcite veins and water on the floor.
- Cenote - warm biomes only. A narrowing shaft opens into a submerged chamber lit by glow berries, with a calcite rim at the waterline.
- Erosion Cave - a winding passage near sea level with a flowing channel, moss, hanging roots and clay.
- Sea Cave - an almost fully submerged passage carved from the seafloor or a coastal cliff.
- Crystal Vein - a straight gallery at deepslate depth on a mineral fault: heavy iron, gold, copper and redstone, a diamond and amethyst alcove at one end, a sealed cave-in at the other.
- Volcanic Vent - a hydrothermal chamber with a magma floor, basalt ceiling, rising chimney, central lava source and soul fire on the walls.
- Tune every one of them - each cave type has its own per-chunk spawn chance and an on or off switch.
- Know when you find one - an optional discovery subtitle, advancement and ambient loop the first time you enter each type in a session, each toggleable on its own.
- Four commands for finding and checking -
/geotectonic find,list,statsandhelp, at operator level 4. - It knows about Tectonic - a bundled worldgen override keeps the cave suppression from being reverted by Tectonic's own datapack, forced to top resource-pack priority whatever the load order.
📋 Requirements
- Minecraft 1.21.1 on Fabric or NeoForge, and 1.20.1 on Fabric or Forge.
- Architectury API 13.0.8 or later on every loader.
- Fabric API, Fabric Loader 0.16.9 or later, and Cloth Config 15.0.140 or later, on Fabric.
- NeoForge 21.1 or later, on NeoForge.
📥 Installation
- Install your loader and Architectury API, plus Fabric API and Cloth Config if you are on Fabric.
- Install with the CurseForge app, or download the jar for your version and loader into your
modsfolder. - Create a world and dig down, or run
/geotectonic find tectonic_fractureto be taken to the nearest one.
⚙️ Configuration
GeoTectonic writes config/geotectonic.toml on first launch. [cave_generation] holds a per-chunk spawn probability and an on or off switch for each of the seven cave types; [client] holds the three toggles for the discovery subtitle, the advancement and the ambient sound.
On NeoForge the file reloads with /reload. On Fabric it is polled every two seconds and reloads on its own. Either way a change applies only to chunks generated afterwards.
🖥️ Compatibility
- Existing worlds. Chunks generated before you added the mod keep their vanilla caves; only new chunks get GeoTectonic's. Expect a visible seam at the edge of explored terrain.
- Client or server. It changes world generation, so it goes on the server and on every client.
- The Nether changes too. Its vanilla carver is suppressed the same way, so Nether terrain loses its carved tunnels.
- Vanilla mineshafts, surface terrain, biomes, structures and ore distribution are untouched.
- Tectonic is handled by a bundled override. No override is bundled for any other terrain-generation mod on this branch, so another one that carves the overworld may conflict.
🐛 Support
- Leave a comment on this page.
- Include your Minecraft version, your loader and its version, the mod version, and your other mods.
📄 License
License terms are in the Alkeari License Agreement.



















