The Meaning of Life, the Universe, and Everything.
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im sorry i dont know where this should of been posted. i was just asking a question and thought it'd fit in the help? i dont know how to move a post D:
Well, I sent in a request for a moderator to do so, so your all good! Now back to the matter at hand. More customization would be nice cave generation-wise, but until/if Mojang implements cubic chunks, you don't really have a choice in the matter of customizing generation underground.
Support, but only for Cubic Chunks.
There is NO reason why Cubic Chunks are needed for this; I presume you are referring to the thread about deeper caves, which completely overhauls world generation (and IMO is pointless and lets just see how many people make threads like this if it was added)..
As for the OP, I'm actually working on a mod, with a preliminary version available, that lets you fully customize caves - and I mean fully - not just the size or number of caves systems, but how long they are, how wide they are, and so on:
See this thread for details on the settings (for example, to get the pre-1.7 Swiss cheese underground, for caves "spawn size" to 39 and "spawn chance" to 15, and for mineshafts set the "spawn chance" to 0.01).
And no, this does not add in Cubic Chunks, nor do any of my other cave mods. In fact, seeing how the cave generation algorithm works, it needs some serious overhaul to work well with Cubic Chunks (what the code does is check a range of chunks, by default +/-8 chunks or 17x17, 289 chunks, around the current chunk so it can see if any caves in the area pass through the current chunk; this is extremely inefficient since it executes the entire cave generation algorithm up to 289 times. For Cubic Chunks, this would explode to 4,913 times as it would also check chunks vertically, running 17 times slower. This problem also exists with other structures which are based on the same code; render distance also doesn't matter here as the "chunks" being checked don't necessarily exist).
Indeed, this is even mentioned as a problem in the Cubic Chunks thread:
Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
Also, I made my very own, more detailed, suggestion suggesting the same thing over a year ago, for which I'll add this mod as a working proof-of-concept (I also made a simpler mod that used the Superflat settings to customize caves).
Sorry for any confusing over my previous post, but I was referring toward the diversity of cave generations, which Cubic Chunk can provide. Any mod that involves changing the generation of caves as a whole don't allow new experiences varying from location to location (such as one area being filled with barely any caves/gaps in the ground to huge underground networks of chasms). Though I have to give you props on your mod! It allows you so many options toward cave generation, and I'm surprised I hadn't seen anything like it beforehand.
It is entirely possible to change caves on a regional scale; for example, according to the biome, which I've even done myself to an extent, still don't know why Cubic Chunks is a factor here unless you want actual separate biomes underground; cave density/size can also be varied by using a special noise field (similar to how terrain height varies) separate from that used to generate terrain.
Also, the underground prior to 1.7 was much more diverse due to a greater size range (nearly triple the maximum size) of cave systems and a lower frequency (a bit less than half as common), as can be seen in this comparison of one of my worlds (generated prior to 1.7) and the same seed in 1.7+ (below), which shows a much more uniform distribution of caves; indeed, back in 1.6.4 you could find areas hundreds of blocks across with very few caves or enormous complexes of caves or mineshafts:
The Meaning of Life, the Universe, and Everything.
Join Date:
6/2/2012
Posts:
145
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is there a setting that works in customized terrain preset to make caves more frequent and less scattered apart? (i keep running into dead-ends in every 1.7+ world and even worse dead ends in 1.8+ right now im on 1.8.2-pre4
is there a setting that works in customized terrain preset to make caves more frequent and less scattered apart? (i keep running into dead-ends in every 1.7+ world and even worse dead ends in 1.8+ right now im on 1.8.2-pre4
Nope; that's why I've made mods to change cave generation ever since 1.7 came out; namely, increasing it back to what it was prior to 1.7 and for people who like a really lot of caves a "double old caves" version (basically, my response to undesired changes in the game is to mod them back to what they were before, as I also did with the changes to anvil repairing).
The Meaning of Life, the Universe, and Everything.
Join Date:
6/2/2012
Posts:
145
Member Details
i just want caves that dont have dead ends down every turn not a super customizeable caves o.o just more frequent and less dead ended is there something like that? and does it work for 1.8.2-pre4? cuz im never turning back for performance reasons unless im going all the way back to BETA 1.7.3 on a server.
customized terrain generation preset (not mod) that affects caves?
There is NO reason why Cubic Chunks are needed for this; I presume you are referring to the thread about deeper caves, which completely overhauls world generation (and IMO is pointless and lets just see how many people make threads like this if it was added)..
As for the OP, I'm actually working on a mod, with a preliminary version available, that lets you fully customize caves - and I mean fully - not just the size or number of caves systems, but how long they are, how wide they are, and so on:
See this thread for details on the settings (for example, to get the pre-1.7 Swiss cheese underground, for caves "spawn size" to 39 and "spawn chance" to 15, and for mineshafts set the "spawn chance" to 0.01).
And no, this does not add in Cubic Chunks, nor do any of my other cave mods. In fact, seeing how the cave generation algorithm works, it needs some serious overhaul to work well with Cubic Chunks (what the code does is check a range of chunks, by default +/-8 chunks or 17x17, 289 chunks, around the current chunk so it can see if any caves in the area pass through the current chunk; this is extremely inefficient since it executes the entire cave generation algorithm up to 289 times. For Cubic Chunks, this would explode to 4,913 times as it would also check chunks vertically, running 17 times slower. This problem also exists with other structures which are based on the same code; render distance also doesn't matter here as the "chunks" being checked don't necessarily exist).
Indeed, this is even mentioned as a problem in the Cubic Chunks thread:
Also, I made my very own, more detailed, suggestion suggesting the same thing over a year ago, for which I'll add this mod as a working proof-of-concept (I also made a simpler mod that used the Superflat settings to customize caves).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
It is entirely possible to change caves on a regional scale; for example, according to the biome, which I've even done myself to an extent, still don't know why Cubic Chunks is a factor here unless you want actual separate biomes underground; cave density/size can also be varied by using a special noise field (similar to how terrain height varies) separate from that used to generate terrain.
Also, the underground prior to 1.7 was much more diverse due to a greater size range (nearly triple the maximum size) of cave systems and a lower frequency (a bit less than half as common), as can be seen in this comparison of one of my worlds (generated prior to 1.7) and the same seed in 1.7+ (below), which shows a much more uniform distribution of caves; indeed, back in 1.6.4 you could find areas hundreds of blocks across with very few caves or enormous complexes of caves or mineshafts:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Nope; that's why I've made mods to change cave generation ever since 1.7 came out; namely, increasing it back to what it was prior to 1.7 and for people who like a really lot of caves a "double old caves" version (basically, my response to undesired changes in the game is to mod them back to what they were before, as I also did with the changes to anvil repairing).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?