I've just been creating a few new maps for 1.3 and noticed that caves are just so abundant. It's a little to common to find caves and chasms, and it makes finding ores a little to easy. What's your opinion?
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It's true that they are a bit too common. I wouldn't mind reducing the cave generation rate. It would be really awesome to see large caves (though they would be deeper than small ones). I'd also like to see less underground lava lakes. I often run into them when I dig my tunnels.
good as is, ravines are supposed to be the answer to super rare huge caves.
Ravines are caves with a high ceiling. We're talking about larger caves with the same vertical lenght as ravines. Something more like a big sphere of air underground.
I agree. They are too common. However, it seems like in 1.3.1 they've gotten a bit wider and less common, so at least it's moving in the right direction
I don't think caves are common or too "infinite" as FireHawkDelta put. You're just unlucky (or lucky, in my opinion) because the only large cave systems I've seen have been in Extreme Hills, which makes sense as I've said before: Extreme hills are like the mining biomes; so it makes sense to have large, complicated caves everywhere. That aside, if you use MCEdit to take a look underground, you'd notice that caves aren't as common as you think. They just appear that way.
Another way to tell is to notice that if you're underground for what seems like a very long time and you dig your way out because you're lost, you'll actually end up rather close to where you started; as when you're above ground you're able, as a human, to judge the number of blocks between your house and you, however when underground in twisting, winding caves you'll end up walking for what seems like a long time, but since you don't have the point of reference (your house) you're only thinking that, when in reality if you dug straight up you'd be something like a good 50 blocks away, which isn't that big.
A new structure of mossy cobble, vines, and stone forming a cave mouth would be a neat aesthetic and functional feature, though.
I have to agree that caves are just a bit too abundant. It makes branch mining incredibly difficult as 9/10 times I will hit a cave system on the way down, and when I view server maps with the cave viewing feature it frequently confirms what I've found.
The other problem with high cave frequency is that I often get caves that appear infinite, or as I've dubbed: "Labyrinth caves". They're nice in that I can mine them consistently over time, but the hazard is often a bit too much, not to mention the risk of getting lost afterwards.
I'm not saying they have to be a rare occurance, but if it could be toned down in the mapgen it would be nice.
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Ravines are caves with a high ceiling. We're talking about larger caves with the same vertical lenght as ravines. Something more like a big sphere of air underground.
Another way to tell is to notice that if you're underground for what seems like a very long time and you dig your way out because you're lost, you'll actually end up rather close to where you started; as when you're above ground you're able, as a human, to judge the number of blocks between your house and you, however when underground in twisting, winding caves you'll end up walking for what seems like a long time, but since you don't have the point of reference (your house) you're only thinking that, when in reality if you dug straight up you'd be something like a good 50 blocks away, which isn't that big.
A new structure of mossy cobble, vines, and stone forming a cave mouth would be a neat aesthetic and functional feature, though.
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[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
The other problem with high cave frequency is that I often get caves that appear infinite, or as I've dubbed: "Labyrinth caves". They're nice in that I can mine them consistently over time, but the hazard is often a bit too much, not to mention the risk of getting lost afterwards.
I'm not saying they have to be a rare occurance, but if it could be toned down in the mapgen it would be nice.