Mods / Caves N Caverns

Tags:
Worldgen
Author:
Pr0fesseur
Side:
Both
Created:
Nov 14th 2023 at 4:15 AM
Last modified:
Aug 27th at 8:13 AM
Downloads:
1668
Recommended download (for Vintage Story 1.4.4-dev.2 - 1.22.7):
cavesandcaverns 0.5.2.zip  1-click install

Caves & Caverns Beta


So caves and caverns is finally at a point where I can put out a beta.

Its not finished, not even close really, but its working well enough now that people can actually start using it and seeing what breaks.

The whole reason I started this was because I wanted caves in VS to feel way bigger and more random. Not just little tunnels all the time.

I wanted those moments where your digging along and suddenly the wall opens up and theres just this massive cavern in front of you.

So thats mostly what ive been working on.

There are much bigger caves now, more vertical stuff, big drops, weird chambers, long connected tunnels, ledges and some honestly kind of stupidly huge open areas.

Some of them are probably TOO big right now lol.

Im still trying to get the balance right.

How often the huge caves spawn, how they connect to eachother, how deep they go, how much vertical generation there should be etc.

Theres also some generation that just looks weird.

Like really weird.

But thats kind of why im calling this a beta.

I need people actually running around in worlds and finding stuff I havent seen yet.

So if you find something broken, send me a screenshot.

If you find some gigantic cave that looks absolutly insane, send me that too.

Both help.

Performance is also something im working on because obviously making massive underground areas isnt free and I dont want this thing murdering peoples computers just to make a big hole in the ground.

Im also planning on adding more config options later.

Some people are gonna want gigantic caverns everywhere and some people probably just want vanilla-ish caves with more variety, so I want to make that adjustable.

Eventually I want caves to actually feel like places.

Not just somewhere you go grab ore and leave.

I want people finding a huge cavern and thinking "yeah im building something here."

Underground bases, roads, mining camps, whatever.

Basically I want the underground to feel like its own part of the world.

Anyway.

Beta is up.

Please make a backup before using it on anything important because I am 100% still changing stuff.

If it explodes your world dont say I didnt warn you lol.

More updates coming as I fix things and add more generation.

If you like it or want to support me in any way drop me a few $ on Patreon so I can upgrade my potato of a laptop.

Patreon will always get updates earlier as I continue to make the mod better for everyone. 

To explore this pack more effectively use the following commands after you create a new world

/gamemode 2
.clientconfig minbrightness 1
use F2 to increase movement speed
use F3 to turn on fly and noclip so explore the caves as they generate

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.5.2 cavesandcaverns
1.4.4-dev.2 - 1.22.7
818 Aug 27th at 8:13 AM cavesandcaverns 0.5.2.zip 1-click install

couple of performance and comp[atibility patches

0.5.1 cavesandcaverns
1.4.4-dev.2 - 1.22.6
635 Aug 10th at 9:05 AM cavesandcaverns 0.5.1.zip 1-click install

Updated for compatibility with Watersheds and terrapretty. If you are having issues with water, river , and surface breakthroughs with terrapretty and Watersheds please update. there is no need to restart your world jsut return tot he place fo the annomoly and run /wgen regen 2 in that spot and it should fix it.

0.5.0 cavesandcaverns
1.4.4-dev.2 - 1.22.6
215 Aug 9th at 7:45 AM cavesandcaverns-0.5.0.zip 1-click install

Beta release


81 Comments (oldest first | newest first) (threaded | flat)

Vyh06, 2 days ago (modified 2 days ago)

Does it add any custom blocks? If so, what are they and can I disable them? This mod seems great but I wanna be really careful with worldgen mods cuz of how risky it can be

 

Also I wish you luck with the whole ConfigLib situation that happened

Koala, 3 days ago

Hi, thank you for this mod. Adds a lot of feel to the underground, hope you continue it. Was going crazy ripping my server apart trying to find what was causing me crashes only to find out the issue was the older version of ConfigLib. All seems good now :)

Yarylo, 4 days ago

Howdy! First of all, awesome work on the cave generation system.
The only glaring thing I could see are occasional straight walls in the surface caverns, which I'm finding without worldgen mods installed. Other than that there is a slight issue coming from terrain slabs, since the moss placed on rock slabs doesn't wrap around them properly; instead being a full block.
Hope to see more awesome projects from you!

ulture, 6 days ago

dude, I cannot WAIT to finally be able to actually play your mod. Spent hundreds (maybe thousands!) of hours trying to get modded VS working over the last year or so and this is one of the mods I never once tried disabling cause I wanted so badly for it to be in the pack because it looks amazing. Sorry that a**hole fucked your mod up through no fault of yours. I can't imagine how that must feel for you, to work so hard on creating something only to find out that someone else is holding it back, locking it down, for completely stupid reasons (and probably still doesn't even realise why people are angry about it)

DilanRona, Sep 2nd at 9:21 AM

If you have a replacement config lib mod, could you please share it on the mod page? I fully intend to nuke the Config Lib mod from Maltiez from my system, along with ImGui as well as any mod that relies on those two from my mod list.

Thanks in advance.

LapisWolf, Sep 3rd at 4:26 AM (modified Sep 3rd at 4:26 AM)
@DilanRona: If you have a replacement config lib mod, could you please share it on the mod page? I fully intend to nuke the Config Lib mod from Maltiez from my system, along with ImGui as well as any mod that relies on those two from my mod list. Thanks in advance.

Unfortunately for me, that would mean no more Player Model Lib and no more using maybe 95% (guess, didn't count) player model mods in existence. I like the lupines and synths. :(

Vergial, Sep 3rd at 10:37 PM
@LapisWolf: Unfortunately for me, that would mean no more Player Model Lib and no more using maybe 95% (guess, didn't count) player model mods in existence. I like the lupines and synths. :(

I'm just waiting for someone to fork that as well. I dunno if Malt decided to tarnish that specific mod as well or not, but I'll be swapping as soon as there's an alternative.

LapisWolf, 6 days ago
@Vergial: I'm just waiting for someone to fork that as well. I dunno if Malt decided to tarnish that specific mod as well or not, but I'll be swapping as soon as there's an alternative.

Apparently Player Model Lib was one of the 3 mods with the code, but was also one of the 2 the code was removed from before it was discovered in ConfigLib.

Relydober, Sep 1st at 11:51 PM (modified Sep 1st at 11:54 PM)

you get some serious awkward tarrain generation with conquest landforms,

im finding forest floor deep in caves. not to mention abrupt cut offs in caves with stone walls.

also weird looking cuts in the ocean for cave mouths. my images are too large apparently

 

location is -125, 146, -272660

seed: 1394185757

Mollycoddle, Sep 1st at 6:43 AM

This is downright beautiful, how compatible is it with the various geology mods?

Pr0fesseur , Aug 31st at 3:55 PM

UPDATE

IF YOU ARE USING CONFIG LIB REMOVE IT BEFORE USING MY MOD.
I have rebuilt a Configlib in my mod channel in the official discord that has removed the offending code that was crashing your servers..this is a known issue and has been resolved

Sirenne, Aug 31st at 5:59 PM
@Pr0fesseur: UPDATEIF YOU ARE USING CONFIG LIB REMOVE IT BEFORE USING MY MOD.I have rebuilt a Configlib in my mod channel in the official discord that has removed the offending code that was crashing your servers..this is a known issue and has been resolved

Thank you so very much for taking a look at this. I was going nuts trying to figure out what exactly was crashing my game, and now that I've removed the offending code everything is running perfectly.

As an aside, can you elaborate a bit on the 'obfuscated' code? I assume this is your proprietary cave generation code, which I understand completely.

Pr0fesseur , Aug 31st at 6:12 PM
@Sirenne: Thank you so very much for taking a look at this. I was going nuts trying to figure out what exactly was crashing my game, and now that I've removed the offending code everything is running perfectly.As an aside, can you elaborate a bit on the 'obfuscated

Absolutely! I have no problem. the reason i use obfuscated code is because I have a performance algorithm and a carving algorithm that i use which is extremly well tuned. all of the carving files are open for you to examine but the carving algo i obfuscate to protect the algo from being used in other games and plugins. 

I worked for 2 years to get it just right. And ust like any artist i want to protect my intellectual property from both theft and others injecting their code into mine. 

This makes sure that any other mod cannot modify mine and keep it fast and stable. obfuscated code is not scary, it is used as a stopgap to prevent my hard lbor from bein stolen and allows me to guarantee its performance and compatibility. 

Ther are other lesser things like if someone wanted to start modding into my caves they need to reach ot to me and id happily add or improve features for them. 

Question, Aug 27th at 12:49 PM (modified Aug 27th at 12:58 PM)

I've had this mod for 5 minutes and I'm in fucking love, this is gonna go so damn hard for when I get my goblins and dwarves finished up lol

Pr0fesseur , Aug 27th at 3:49 PM
@Question: I've had this mod for 5 minutes and I'm in fucking love, this is gonna go so damn hard for when I get my goblins and dwarves finished up lol

Im glad you are having so much fun! hopefully the game devs actually see this mod and decide to integrate it

GrimoireODS, Aug 25th at 12:32 PM

Wish this mod was more performance friendly let alone the fact it takes me ages to load a new world, there must be ways to do it better

Pr0fesseur , Aug 26th at 12:31 AM (modified Aug 26th at 12:48 AM)
@GrimoireODS: Wish this mod was more performance friendly let alone the fact it takes me ages to load a new world, there must be ways to do it better

This mod loads extremly fast, i dont even have a gpu in my laptop and can consistantly play with no isssues. if you are having perfromance issues send me your server/client logs and let me take a look at them , you can reachout to me directly in discord.

i tested a new world generation with only my mod in 40 seconds from start to character selection
Standard vanilla world load is about 20, so performance is not that bad for a first load.

im also carving 10x more blocks at world generation so theres no avoiding the block carving delay. each chunk has to e sampled and the carver naturally has to take about 20-30 ms ber chunk to carve. this is ultimately a limitation in how the perlin noise needs to be genrated then carved from teh strata. 

It would be possible to spepd it up slightly but that would require more memory pressure (consuming more ram) to store cache fo the carvers. 

Using more ram is not always ideal as VS already gobbles ram for using mods and the garbage collector will have a harder time doing its job and thus youll see longer GC collection times leading to stuttering. 

NastyFlytrap, Aug 19th at 9:36 PM

How does this work with other mods that change terrain generation?

Pr0fesseur , Aug 19th at 11:20 PM
@NastyFlytrap: How does this work with other mods that change terrain generation?

its confirmed compatible with terrapretty and watersheds .. others i cannot comment on

Monops, Aug 19th at 1:15 AM (modified Aug 19th at 1:16 AM)

I very much like the caves this generates, particularly the large lava pools near the mantle, and the additional decor and natural features really add to the underground atmosphere. I did notice the new glowing mushrooms don't display their names properly (needs a lang file?) and the underground "camps" (with the torch holder/crates/rubble/barricades) often spawn close quite together and may benefit from some additional separation.

To answer the commenter below me, in my experience, it works great with Terra Prety, Watersheds, and Rivers. I've also tested it with the Underground Mines and Wilderlands Caves mod, and it actually works pretty well with both, although I would suggest using Wilderlands Caves' config to disable its primary fracture, to avoid it interfering with your lava caves.

Although I understand why you disabled it, I'd be interested in trying this on top of the vanilla cave gen, with the expectation that your caves would carve through the vanilla ones, creating smaller branching tunnels off your larger ones. Is renabling vanilla generation something that can be achieved by editing some of the .json files, or is that controlled by the .dll? I'm working through your files and haven't found anything which overtly controls that, although I confess I'm only vaguely familiar with how VS worldgen works.

Pr0fesseur , Aug 19th at 4:36 AM (modified Aug 19th at 4:37 AM)
@Monops: I very much like the caves this generates, particularly the large lava pools near the mantle, and the additional decor and natural features really add to the underground atmosphere. I did notice the new glowing mushrooms don't display their names properly

This replaces vanilla GenCaves completly.. they cannot work together. Vanilla caves will NOT work. I cannot suggest anyone use ANY OTHER cave mod with this one, simply because i am replacing the VS Gencaves completly and you may get some corruption if youre running 2 carvers at once. 

Ill micropatch the glowing mushrooms in my next patreon update and then release the next update 0.6 to Moddb

Thalius, Aug 19th at 1:04 PM (modified Aug 19th at 1:04 PM)
@Pr0fesseur: This replaces vanilla GenCaves completly.. they cannot work together. Vanilla caves will NOT work. I cannot suggest anyone use ANY OTHER cave mod with this one, simply because i am replacing the VS Gencaves completly and you may get some corruption if you

I can confirm that Wilderlands Caves mod does work with Caves and Caverns, though as Monops pointed out- One would want to adjust the config file a bit to get good results (such as removing the lower Primary fracture layer to avoid conflicts with the lava caves).

Wilderlands Caves uses an entirely different method to carve it's fracture layers and does not conflict with vanilla cave carving, which Caves and Caverns simply replaces. There is no conflict between WC and CaC cave carving processes, just some overlap that requires some adjusting to get clean results.

WC's fracture layer generator is extremely customizable. I've been tinkering a bit with both mods loaded, and am seeing some pretty fun stuff with no noticeable performance hits so far.

Aldor, Aug 18th at 3:38 PM

Anyone know if this works with Terra Prety?

Burksty, Aug 19th at 12:57 AM
@Aldor: Anyone know if this works with Terra Prety?

changelogs of the recent update say yes but test it for edge case errors

Pr0fesseur , Aug 19th at 1:12 AM
@Aldor: Anyone know if this works with Terra Prety?

yes i released an update for TP last version supports it.

Ghooter, Aug 18th at 1:22 PM

as cool as they are, the giant cave openings on the surface need to either be togglelable or have an adjustable frequency, they are far too common imo, these are also lethal and annoying for anyone traveling by mount...

the vanilla ones were already annoying

not sure if it makes any difference but I'm running terra prety and watersheds

Pr0fesseur , Aug 19th at 4:32 AM
@Ghooter: as cool as they are, the giant cave openings on the surface need to either be togglelable or have an adjustable frequency, they are far too common imo, these are also lethal and annoying for anyone traveling by mount...the vanilla ones were already annoyi

I put up micro patches for ppl on my patreon so you can test out patches before theyre released.. ive patched and reduced a few of these concerns already. and will release them after testing and feedback from patrons

Burksty, Aug 15th at 9:02 PM



Getting this on my server

Pr0fesseur , Aug 16th at 11:59 PM
@Burksty: Getting this on my server

is this linux?

Burksty, Aug 17th at 6:05 AM
@Pr0fesseur: is this linux?

Yeah it is, my server host runs it off a linux system

Pr0fesseur , Aug 19th at 1:13 AM
@Burksty: Yeah it is, my server host runs it off a linux system

its the zip that needs to be extracted with 7zip on linux to extract it with the / because its packed on windows

AzuliBluespots, Aug 11th at 12:59 PM

Is there material detection at all? I know the game uses strata detection to spawn ore, but if you can also use that in some way, softer stone can be more prone to have big caves, while hard stone can be prone to having longer caves. Different kinds of erosion and all that.

It's a cool idea, I'm curious how this will evolve.

Pr0fesseur , Aug 11th at 2:54 PM
@AzuliBluespots: Is there material detection at all? I know the game uses strata detection to spawn ore, but if you can also use that in some way, softer stone can be more prone to have big caves, while hard stone can be prone to having longer caves. Different kinds of er

it uses perlin noise soadding some sort of stone detection is not really something that works like you think it will... 
https://noisegen.bubblebirdstudio.com/

use this link to see how perlin nosie works in general. then youll see how complicated it already is to jsut get the shapes and carving to look like caves.
I dont control WHERE or how the strata is generated since VS does all of that and carving througha specific layer differently would make the carver less performant as i woul dhave to detect all 6 faces of each block next to where im carving to determine where each stata is or is not and it would tank performance and take minutes for each chunk to resolve.

im jsut using a perlin noise generator that carves in 3d noise by layering several noise maps together and carving below a threshold.. 

SupervisorGabe, Aug 12th at 1:27 PM
@Pr0fesseur: it uses perlin noise soadding some sort of stone detection is not really something that works like you think it will... https://noisegen.bubblebirdstudio.com/ use this link to see how perlin nosie works in general. then youll see how complicated it alread

Genuinely curious question. Does Vintage Story not use like a heat map for the different calculations of rock strata? If so, couldn't those calculations be used to modify a variable to provide an artificial bias on the type of generation that occurs within each chunk? Not sure if it could work, though.

Pr0fesseur , Aug 12th at 6:29 PM
@SupervisorGabe: Genuinely curious question. Does Vintage Story not use like a heat map for the different calculations of rock strata? If so, couldn't those calculations be used to modify a variable to provide an artificial bias on the type of generation that occurs withi

right but i would have to sample that map for every carved block drastically increasting the read calls to each carving step 

1ms per chunk per read would add up very quickly.

Rosie_Stardust, Aug 11th at 7:19 AM

After downloading this mod and flying around in no-clip, I am in love with this cave generation! I love how the caves will form long tunnels that will twist and grow and shrink and then eventually open up into big open caverns. This is definitely going to be a must-have for me!

My one note of feedback is that I feel there could be a lot more small surface caves. The big deep caverns are fantastic, but there's very few caves closer to the surface. If you could somehow mesh the vanilla game's surface caves with these expansive deep caverns, it would be perfection!

Keep up the great work!

Pr0fesseur , Aug 11th at 9:39 AM
@Rosie_Stardust: After downloading this mod and flying around in no-clip, I am in love with this cave generation! I love how the caves will form long tunnels that will twist and grow and shrink and then eventually open up into big open caverns. This is definitely going to

My mod has to completly remove th gencaves VS component as its not capable of making these types of caves. 

I get both sides of this caves are too big caves are too small not enough caves at top too many cave openings etc.

I will ork on a configuration file in the future. right now my config file is over 3k lines long with variables that once changed could break generation since thy are so granular and the average person doesent understand how perlin noise works. 

Ill try to give some basc controls so you can adjsut the generation without breaking thens. at the moment im workng on a compatibility package for other mods that users have reported may not work.. 

Javes, Aug 10th at 7:42 PM

Wholeheartedly agree with your vision, the underground should be a place! You should find super cool features and want to build there! Drooling at the thought of this being combined with underground biome mods in the future..

Pr0fesseur , Aug 10th at 9:53 PM
@Javes: Wholeheartedly agree with your vision, the underground should be a place! You should find super cool features and want to build there! Drooling at the thought of this being combined with underground biome mods in the future..

ye, eventually once i learn how the jigsaw stuff workd i can add in some stuff but for now im trying to keep it as vanilla as possible.. since its YOUR server or world. I already have some underground biomesin the works so give me time to fully flesh them out

YourCreator, Aug 10th at 12:36 PM

Can you explain generating logic simply? Just be curious about optimisation

Pr0fesseur , Aug 10th at 1:23 PM
@YourCreator: Can you explain generating logic simply? Just be curious about optimisation

basically caves and caverns uses perlin noise to figure out where the caves are gonna form underground

regular perlin noise gives me the bigger variation so your not just getting the same caves everywhere. some areas are more open some are tighter some have bigger caverns etc

then im using 3d perlin noise so instead of just looking at x and z like a normal terrain heightmap im also using y, so its basically creating these 3d noise shapes inside the rock

best way i can explain it is kinda like invisible clouds or blobs going through the terrain and where the noise hits certain values i carve that section out and that becomes the cave

because perlin noise is smooth it doesnt just look like random chunks got deleted either, it naturally makes tunnels chambers openings and bigger cave systems that can connect into each other

theres obviously alot more going on with how i control it and make it actually look good but thats basically the simple version without getting into all the internal stuff.

optimization wise alot of it comes down to not doing expensive 3d noise calculations everywhere for no reason

i use broader cheaper noise first to basically figure out what areas are even worth checking. if an area isnt gonna have caves theres no reason to run all the detailed carving logic through it

then once i know im in an area that can actually contain caves i do the more detailed 3d noise passes and carving there

so instead of brute forcing every block underground equally im narrowing it down in stages

another big part is keeping the amount of noise samples under control and reusing data where i can instead of constantly recalculating the same areas over and over

the main idea is basically cheap checks first, expensive checks second, and only do the detailed work where its actually needed

thats where most of the performance savings come from without changing how the caves actually look

Pr0fesseur , Aug 10th at 2:26 PM
@YourCreator: Understood, sounds like very optimised.

if it runs on my laptop withno dedicated graphics it should run on pretty much anything.. ive already had pretty good feedback on others not noticing any additional frame drop or lag

AlastorValmanway, Aug 10th at 11:26 AM

I can see this as a nightmare when doing cave-in settings on.

Pr0fesseur , Aug 10th at 12:31 PM
@AlastorValmanway: I can see this as a nightmare when doing cave-in settings on.

I want this mod to stay true to vanilla mechanics as closely as possible. its a balancing act on giving you more to do underground and staying within the confines of vanilla behaviour. if the game gets updated and strata or minerals/ores get introduced you can be guaranteed my mod will not affect any of those behaviours as its only a carver and slight decorator. 

that being said i do plan a complete VS overhaull with every mechanic being provided by my caves and caverns and overworld system. that way players will be able to control EVERYTHING including cavein mineral ore mountains rivers lakes and streams to their hearts content with a single mod.

GOODYOB, Aug 10th at 11:20 AM

The caves are gorgeous. But, I don't know if it's in your plans or not, but I ask you to please look into decreasing the amount of large gashes across the landscape. Sometimes they look very cool, but there's so much of them that they quickly get old. Also I personally think they make open terrain like hills and plains quite ugly.

Pr0fesseur , Aug 10th at 12:25 PM
@GOODYOB: The caves are gorgeous. But, I don't know if it's in your plans or not, but I ask you to please look into decreasing the amount of large gashes across the landscape. Sometimes they look very cool, but there's so much of them that they quickly get old. Als

I can see how they would appear to be too many but theyre also a way for a player to enter into the caves without having to guess where the cave systemsare and prevent the player for having to dig aimlessly to get underground.. 

since its a beta ill work on adjsuting the default settings to limit them. i was aiming t okeep tehm at the same frequency as the VS spaghetti openings which were pretty common in my experience. 

GOODYOB, Aug 10th at 7:04 PM
@Pr0fesseur: I can see how they would appear to be too many but theyre also a way for a player to enter into the caves without having to guess where the cave systemsare and prevent the player for having to dig aimlessly to get underground.. since its a beta ill work o

They are very common yes, but they're also much smaller. Actually, I think it would be great if the entrances were as common as they are, but small like in vanilla. Moreover, IMO entering trough a small entrance into a gigantic cavern would give a very cool feeling of discovery

Pr0fesseur , Aug 10th at 9:55 PM
@GOODYOB: They are very common yes, but they're also much smaller. Actually, I think it would be great if the entrances were as common as they are, but small like in vanilla. Moreover, IMO entering trough a small entrance into a gigantic cavern would give a very co

changing the size of the opening is not really that easy.. the opening is determined by the perlin noise not by any specific variable or shape they jsut ... are... lol

GOODYOB, Aug 11th at 8:24 AM (modified Aug 11th at 8:25 AM)
@Pr0fesseur: changing the size of the opening is not really that easy.. the opening is determined by the perlin noise not by any specific variable or shape they jsut ... are... lol

Yeah, I realize how this type of generation works... Whether you're gonna try looking into it or not, the mod is still cool as hell and I'm probably gonna use it either way

Pr0fesseur , Aug 10th at 9:08 AM

Updated for compatibility with Watersheds and terrapretty. If you are having issues with water, river , and surface breakthroughs with terrapretty and Watersheds please update. there is no need to restart your world jsut return tot he place fo the annomoly and run /wgen regen 2 in that spot and it should fix it.

MarshmallowBard, Aug 10th at 2:28 AM

Oh, and get yourself a Thread on the Official Discord for the game.

Meantime, here's some images from my exploring.

Spoiler!


Pr0fesseur , Aug 10th at 8:01 AM
@MarshmallowBard: Oh, and get yourself a Thread on the Official Discord for the game.Meantime, here's some images from my exploring. Spoiler!

Thanks so much for the encouragement I was really aprehensive to release fearign ppl wouldnt like the mod. im glad you are enjoying it!

MarshmallowBard, Aug 9th at 11:24 PM

I love what you've done with the coastal sea caverns.

Performance surprisingly has not been an issue compared to some of the other heavy-weights on World-Gen.

Story Locations haven't been impacted the 5 times I checked them. There does seem to be some generation issues when it comes to Interesting Ore Gen as the sets seem to love to 'miss' each other.

I'm having no issues with Terra Prety and Watersheds other than the water updating issues, but this happens most notable on Ocean Floors, and with Rivers.

As for the underground sections: I feel like the spaces created will cause issues in places with frequent landslides like the Arctic in 1.22, with block updates triggering these spaces to cave in as it cascades. I haven't had the courage to check personally.

A buddy and I are anticipating running a small-group server soon, and we'll plan to test this mod, in the meantime, I'd recommend reposting the mod so you can get the attention from a New Banner posting to get more eyes on it.

Pr0fesseur , Aug 10th at 8:03 AM
@MarshmallowBard: I love what you've done with the coastal sea caverns.Performance surprisingly has not been an issue compared to some of the other heavy-weights on World-Gen.Story Locations haven't been impacted the 5 times I checked them. There does seem to be some gener

Im working on a fix for watersheds and Terrapretty have some patience and ill be updatingit shortly today or tomorrow with improvements

my update can be installed in place an you can run /wgen regen to fix any issues in that section without breking your map

im so glad you like i t i spent most of my time getting performance to work since my laptop doesnt have integrated grpahics it HAD to run goood for me !

Pr0fesseur , Aug 10th at 9:10 AM
@MarshmallowBard: I love what you've done with the coastal sea caverns.Performance surprisingly has not been an issue compared to some of the other heavy-weights on World-Gen.Story Locations haven't been impacted the 5 times I checked them. There does seem to be some gener

Interesting Ore Gen, i have not used this one but i can make a compatibility fis for these when i get some more feedback soim not micro patching. i will batch updates together so please have patience. thanks !

LKCRahl, Aug 9th at 1:10 PM

At this time, I would list it as incompatible with Watersheds and any other surface wgen mods which change water features as there are a lot of cave entrances that go into water features but don't become flooded until a new block is placed.

 

Wanted to continue testing but when used in conjunction with Terra Prety and Watersheds current version I get a consistent null crash when opening the map and closing it after a few minutes when using it. But what I saw is definitely in the right direction and I look forward to seeing more!

Pr0fesseur , Aug 9th at 2:48 PM
@LKCRahl: At this time, I would list it as incompatible with Watersheds and any other surface wgen mods which change water features as there are a lot of cave entrances that go into water features but don't become flooded until a new block is placed. Wanted to cont

Good to hear. I can update water blocks as it carves.. my next update ill publish a fix .. i ahve to find a cave and water intersection first 


can you give me your seed# and position where you see this issue?

LKCRahl, Aug 9th at 3:10 PM
@Pr0fesseur: Good to hear. I can update water blocks as it carves.. my next update ill publish a fix .. i ahve to find a cave and water intersection first can you give me your seed# and position where you see this issue?

It was not any particular seed as I tested ten different random wgens but it was consistently an issue with inter-land bodies of water of any size where a cave entrance starts either on the border of the water or in the lakebed itself (muddy gravel layer) and sometimes would just have a floating disk of gravel over the cavern or floating water blocks and gravel 50-70 tiles deeper in the cavern entrance. Other aspects was with Watersheds rivers, it would appear in sections of the river and completely override it but have sections of water floating above but not propagating. Very rarely, a disk of land would generate inside massive surface entrances sunken down that on the topographic layer would make it appear it was a solid surface to the entrance.

 

I was using the recommended wgen parameters for Terra Prety + Watersheds at 484 world height using the seed Magic on the most recent one, issues were immediate but not really noticeable if you were just passing through on the surface. No other wgen mods present.

Pr0fesseur , Aug 9th at 3:21 PM
@LKCRahl: It was not any particular seed as I tested ten different random wgens but it was consistently an issue with inter-land bodies of water of any size where a cave entrance starts either on the border of the water or in the lakebed itself (muddy gravel layer)

hrm ok ill install those and test.. 

maybe i can tap into watersheds and get the water pathing to avoid cave gen at those coordinates as the cave pass comes after the terrain. 
ill do my best thanks,

Pr0fesseur , Aug 9th at 7:58 AM

RELEASED FINALLY!

Sorry for the wait. Ill keep working on it to make it better for everyone.. if you enjoy it drop me some $ on patreon to help me update my potato laptop.

Nicklos, Dec 28th 2025 at 1:26 AM

Keep us updated if you have any plans for after the new year! Been keeping a close eye on this page for a long time now.

Siveen, Dec 18th 2025 at 1:01 PM

The images aren't loading due to how Discord handles image links to outside sources.

 

You'll have to re-upload them using another image service like imgur or whatnot.

GeneralGremlin, Jun 7th 2025 at 6:05 PM

Pr0fesseur, those images in the comment aren't loading, I'd advise to add them to the main mod description...

Pr0fesseur , Apr 18th 2025 at 1:14 PM

some updates !!

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Pr0fesseur , Mar 25th 2025 at 2:02 PM

Soon!

 

ptrk, Dec 13th 2024 at 11:57 PM

Looking forward to any future news on this if it comes. I so badly want to customize my cave generation so that it can make more relistic caves