Mods / CaveTweaks

Category: #Other #Tweak #Worldgen
Author: Pseudonym_Tim
Side: Server
Created: Oct 6th at 1:02 AM
Last modified: Oct 20th at 5:34 AM
Downloads: 1284
Follow Unfollow 83

Latest file for Various v1.19.x:
CaveTweaks v1.1.0.zip 1-click install


CaveTweaks introduces tweaks to the cave generation system, offering players a more engaging and intricate spelunking experience.
The mod does this by increasing the number of caves, making caves deeper and more interconnected, and more naturally integrating them into the world.

  • Deeper Caves with Increased Complexity
    As caves extend deeper into the world, they are now more likely to branch out and form additional paths. This creates a more intricate cave network as you explore deeper.

  • Reduced Cave Shafts
    You’ll no longer need to worry about falling into deep vertical cave pits

  • Cave Generation Scales with World Height
    The number of caves generated in each chunk now scales with the overall height of the world. Taller worlds will have a proportionally larger number of caves.

  • Improved Randomness with Mersenne Twister
    The old LCG (Linear Congruential Generator) cave generation random number generator has been replaced with the Mersenne Twister algorithm. This provides higher-quality randomness, ensuring more variety and unpredictability in cave formations.

  • Natural Cave Tapering
    Cave tunnels will no longer abruptly cut off with a flat basalt floor if they reach deep enough

This mod includes a ModConfig file located at "C:\Users\Username\AppData\Roaming\VintagestoryData\ModConfig", which allows you to adjust various settings and configurations!

WORKS WITH:

Note that other mods that aren't listed here that change the world generation should also work in conjunction, as long as they don't directly modify the actual generation of caves!

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 726 Oct 20th at 5:34 AM Show CaveTweaks v1.1.0.zip Install now
v1.0.0 443 Oct 7th at 12:02 AM Show CaveTweaks v1.0.0.zip Install now

21 Comments (oldest first | newest first)

💬 GalloViking, Nov 4th at 4:22 PM

I'm using this mod but I'm not sure I've noticed a difference just yet. I still find deep vertical shafts and caves don't really lead anywhere 90% of the time.

💬 Mendall, Oct 31st at 6:36 PM

I really like the idea of having less vertical shafts to fall in. but I would like there to be less interconnectivity at deeper lvls. And fewer caves over all. Would it be possible to go in that direction with the config settings you mentioned.

💬 Pseudonym_TimAuthor, Oct 22nd at 3:58 AM

wojtek16 I'm pretty sure it will? You'll just have to find new chunks to generate to see the new caves of course

💬 wojtek16, Oct 21st at 9:04 PM

Do you know if this would work with already created worlds? Of course would give it a try, but just wanted to check before needing to backup, etc.

💬 Pseudonym_TimAuthor, Oct 19th at 6:28 AM

Masta_Squidge I had some responsibilities and other projects to attend to, but I will update the mod very soon!

💬 Masta_Squidge, Oct 18th at 9:37 PM

Any status update on "fixing" the mass amounts of surface holes?

💬 Blazha, Oct 11th at 8:51 PM

Pseudonym_Tim That would be awesome, thanks

💬 Pseudonym_TimAuthor, Oct 10th at 8:36 AM

Blazha For the next version of the mod I'm planning on adding configurable settings and whatnot for everything you might want to tweak

💬 Blazha, Oct 10th at 7:23 AM

Is there a chance to make a version of this mod that reduces the amount of caves? I find them too overwhealming in vanilla world generation, and too empty in most cases - not worth exploring

💬 Pseudonym_TimAuthor, Oct 8th at 3:42 AM

Roidgy Should be compatible, I tested it out just now and saw a good plenty of ruins I'd never seen before.

💬 Roidgy, Oct 7th at 4:24 PM

Is this compatible with Better Ruins? Haven't encountered a single mod ruin since installing this, while they were super abundant before. 

💬 Boyarde, Oct 7th at 10:48 AM

This works fine with VanillaPlus WorldGen and Rivers

💬 CrSilent, Oct 7th at 1:58 AM

Would this be compatible with other world-gen mods like for example the "Vanilla Terain Reformed (VTR)" mod?

💬 Pseudonym_TimAuthor, Oct 7th at 12:56 AM

ivyoary This is due to the increased chance of surface caves essentially. I might just rip that logic out or decrease the chance!

💬 ivyoary, Oct 7th at 12:35 AM

I've been looking for something like this, but my one issue is that it seems to make the surface layer extremely patchy.

 

https://imgur.com/D41YKB2 This might be on the more severe side of examples, but is there any way to reduce the surface entrances to caves?

💬 Pseudonym_TimAuthor, Oct 6th at 11:56 PM

DanaCraluminum Whoops, yeah, I actually even messed up the mod config

💬 DanaCraluminum, Oct 6th at 6:51 PM

Why it is both if generation is completely server side?

💬 AzuliBluespots, Oct 6th at 10:36 AM

I hope this works with Cave Content - it's old but extremely necessary after the jonas parts were introduced. You can just go deep hunting for compacted machinnery blocks and get the parts you need.

💬 Pseudonym_TimAuthor, Oct 6th at 6:05 AM

m00n I'm unsure actually, as long as those mods don't touch cave generation? I can do some testing later and update the description of the mod to reflect if it's compatible or not!

💬 m00n, Oct 6th at 4:57 AM

would this be compatible with terrain generation mods like plains and valleys or vanilla terrain reformed?

💬 Brady_The, Oct 6th at 2:19 AM

Cave tweaks are sorely needed. Cheers!

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