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Better Cave Worlds

This is Data Pack enables Cave World generation with biomes and allows foliage, aquifers, and large ore veins to generate. Unfortunately, you cannot change the height at which most structures generate with a Data Pack, so most of them generate on the bedrock roof. You should still be able to do everything you normally could, but it will be a challenge to do so!

Generation Notes

  • The following structures generate on/near the roof:
    • Buried Treasure
    • Desert Pyramids
    • Igloos
    • Jungle Pyramids
    • Mansions
    • Ocean Ruins
    • Shipwrecks
    • Witch Huts
  • Passive Mobs obey vanilla spawning rules:
    • They require high light-levels to spawn, meaning only near light sources (lava or glowberries) on worldgen
      • Also, from structures like underground village animal pens
    • They can also spawn naturally, but there is a creature mob cap of 10, which means that you need to have very few creatures loaded (keep spawn chunks in mind! and understand mob categories from the Wiki as well) and also light levels, and additional spawn mechanics you will need to research in rare cases
  • Snow top layers are hardcoded to generate on the surface, so won't generate underground

End Caves

If you (for some reason) want all your dimensions to be the cave preset, check out the End Caves pack I have made.

External resources


Project members

Klinbee

Owner


Technical information

License
MIT
Project ID