The Meaning of Life, the Universe, and Everything.
Hello. I made this post nearly a year ago but I thought I'd repost it again and try to revive the idea. So it seems everybody really wants a Cave Update in Minecraft. New blocks, items, mobs, ect... Instead of starting off with huge improvements, I think it would be good if a new graphical feature was added to caves. This would be Cave Fog.
Cave Fog would affect all caves below sea level. It would at first look like mist in the distance, but the longer you stay in the cave the more of it appears. At caves near the surface the fog is just a light gray, but at Bedrock level it becomes black. The fog also appears at the bottom of cave drop offs. Ravines also have fog settled at the bottom and this becomes way more apparent when actually on the floor of the ravine. Also, caves which have light coming from the surface (like ravines) will have lighter fog during the day which will become a lot heavier at night.
There are ways to get rid of Cave Fog, though. Light sources would get rid of it. Holding Torches or Lanterns makes the fog retreat. If you stop holding them, though, it will soon return. Placed Torches, Lanterns, Glowstone, Sea Lanterns and any other light source blocks also help rid of the fog. Dropped light source items also help get rid of it. This would be useful for if you come across a drop off and throw a torch down so you can see the bottom. Also, if there's fog in between you and a light source, the fog in the way will be that colour. Although not producing light, all types of mushrooms (big and small, but not mycelium) get rid of the fog.
For anyone whose computers are not that good or do not like Cave Fog, there would be a slider in the Video Settings to lower or get rid of it. There would also be a gamerule /gamerule CaveFog true/false .
Hope you enjoyed my suggestion! Below is what it could look like.
Rollback Post to RevisionRollBack
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
This is basically a re-implementation of void fog, which was in the game until 1.8, and I personally thought it was extremely ugly and pointless and this was one of the reasons why I installed Optifine so I could disable it, later removing it permanently in my own mods (Optifine can't even re-enable it since I changed code that normally enables it based on world type (Superflat disables it) and it doesn't override this); after all, how can you appreciate the immense caverns in TMCW, some over 100 blocks across, if you can't see more than a few blocks?
I had to increase render distance to 12 chunks to see the other end of the cave here:
This isn't even close to the largest cave that you can find; this cave that I found while testing the latest version is over 200 blocks across and has a volume of 685,000 air blocks, some 30 times larger than the largest possible single cave in vanilla, and even Far render distance isn't enough to render the entire cave (though vanilla only renders up to 10 chunks away due to the internal server's view distance being fixed at 10 in 1.6.4; Optifine wasn't installed since I was within the MCP development environment):
Yes, that's a stronghold floating in midair (a single line of code determines whether the walls can replace air blocks, which I always enabled so they aren't just disjointed pieces):
This gives you an idea of what void fog was like (a bit worse than vanilla due to a lower lava level in TMCW; y=4 instead of y=11):
Also, while Mojang removed void fog due to "performance issues" this was entirely because it spawned upwards of thousands of particles per tick, more than the game could even render (the performance impact of fog itself is undetectable, even when compared to no fog at all); the fog itself is simply render distance fog that is moved closer in and darkened in the same manner as Blindness, except based on the altitude and sky light level at the player using a trivial calculation.
That said, I recently made it so that when you are below sea level and there is no sky light render distance fog is completely black, as a partial restoration of void fog mechanics so the far end of large caves that go outside of render distance disappear into blackness (I have no idea about newer versions but with void fog disabled render distance fog will only be affected by the time of day so bright fog appears underground during the day, as seen in this screenshot).
Also, a more significant issue is that there is no such thing as true, total darkness without a light source, which I fixed by rescaling the internal lightmap to go down to total darkness, regardless of the brightness setting (more properly, gamma, as it changes the light level curve between 0% and 100%, where Moody is nonlinear and Bright is linear):
The same image with enhanced brightness and contrast - no matter what the darkest areas are completely black (they may appear as a gray instead of black but there will be no details to make out):