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Worldgen Revisited - Now with noise caves!

OreTweaker, CaveTweaker, FeatureTweaker, WorldTweaker, and more!

File Details

worldgenrevisited-experimental-forge-1.20.1-0.4.3d.jar

  • B
  • Dec 2, 2023
  • 400.67 KB
  • 53
  • 1.20.1
  • Forge + 1

File Name

worldgenrevisited-experimental-forge-1.20.1-0.4.3d.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:worldgen-revisited-906526:4920808")

NeoForge

implementation fg.deobf("curse.maven:worldgen-revisited-906526:4920808")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

- Vastly increased cave densities on noise caves
- Temporarily removed surface piercing options from noise caves (snake caves still noise pierce)
- Fixed a bug on 1.20.1 where noise caves didn't properly differentiate between layers, meaning far, far, far fewer noise caves than what should have been there.
- Added smarter snaking caves to the noise caves worldgen type. Their densities scale inversely with how many noise caves spawn in the region. Many noise caves = fewer snaking caves, few noise caves = many snaking caves.

 

Known issues, major issues in bold w/ underline:
- Big, flat, boring walls tend to appear with the current noise caves. I consider these walls bugs. I have a fix planned.
- Lush caves don't show their features and dripstone caves are too sparse on their features. Still working on it. Unknown what happens to modded underground biomes.
- Missing a number of secondary noise caves (e.g. smaller ornamentation caves).
- Snaking cave densities are still being worked on.
- No optimization applied yet. Generation can be very slow at times.
- Caves can look excessively messy when certain types of carvers intersect one another. I have a fix planned.
- Smarter snaking cave densities are still wonky and their densities don't change if individual noise cave layers are disabled. I'll focus on them once I have all the other noise cave densities down.