The versions of Minecraft prior to 1.7 have some of the best ones, in my opinion. As they generate a lot of abandoned mineshafts and dungeons, structures that I like to explore. Even though they were made more common in 1.13’s new world generator for some reason.
Still, it doesn’t mean that I hate the caves from 1.7 on. There is a possibility of huge caves generating there, and I could stay for hours mining in them, looting all the ore and loot I can find, and getting lost...(Especially since mining is one of my favorites hobbies)
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Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
Depends on what sort of caves you like. I like tunnel caves with smaller rooms that are a touch bigger than what vanilla has but not so big as to be similar to the city-holes Master Caver puts on display. I prefer a moderate density, enough that they can endlessly connect to each other without cannibalizing each other's surfaces.
What I dislike are the tiny surface caves that are just big enough that I refer to them as "crooked wells" (crooked because they aren't vertical, wells because they're almost small enough to fill with water).
The versions of Minecraft prior to 1.7 have some of the best ones, in my opinion. As they generate a lot of abandoned mineshafts and dungeons, structures that I like to explore. Even though they were made more common in 1.13’s new world generator for some reason.
1.13 did not make mineshafts or dungeons more common, at least not overall; 1.13 did remove a reduction in their frequency within 80 chunks (1280 blocks) of the origin, where before their base chance was multiplied by (distance / 80) as you went 0-80 chunks from 0,0. Otherwise, the chance is the same as since 1.7, 1 in 250 per chunk, compared to 1 in 100 (.5 times more common) in 1.6.4 and earlier; the distance at which the chance in 1.6.4 reaches 1 in 250 is 32 chunks or 512 blocks, so they are only more common in 1.13+ within the equivalent of a level 3 map centered around 0,0. Dungeons have been unchanged (1.7 made then half as common by doubling the y-range they generate over from 128 to 256, halving the chance that any y coordinate will be chosen. In 1.8-1.12.2 you can offset this by increasing the count from 8 to 16).
Depends on what sort of caves you like. I like tunnel caves with smaller rooms that are a touch bigger than what vanilla has but not so big as to be similar to the city-holes Master Caver puts on display. I prefer a moderate density, enough that they can endlessly connect to each other without cannibalizing each other's surfaces.
Those "city hole" caves (assuming you are not thinking of caves like this, which are entirely a product of my own mods) actually aren't as as common as you might think from reading my threads (e.g. my first world), as I only mention particularly interesting caves. Here is a comparison of 1.6.4 to 1.7+:
1.6.4:
1.7+:
There are a couple huge cave systems of the kind I mention, a few smaller but similarly dense cave systems, while other areas are more similar to 1.7, and there are even areas relatively free of caves - while the "size" of cave systems is larger in 1.6.4 this value also controls the range of sizes that cave systems come in (1.6.4 has cave systems with a "size" of 0-39 while 1.7+ ranges from 0-14, or about 1/3 the maximum size and range).
This is an area from my first world which includes several "1.6.4-type" cave systems, with another area further east below (including part of the same area; the cave system to the upper-right on the first map and upper-left of the second map is the largest and densest cave system that I've found in over 88,000 chunks, and from analyzing seeds a cave system this large and dense is far rarer):
Also, even these larger cave systems don't take that long for me to explore; the cave system shown below only took me 3 hours and 50 minutes to explore and yielded 3,758 ore, all in a single play session:
Also, to put a cave system like this into perspective, it was equivalent to 4 of the largest possible single cave systems in 1.7+, each of which generates once every 23625 chunks on average (for comparison, a cave system with at least the same size generates once every 153 chunks in 1.6.4, making it about 153 times more common. A cave system as dense as this is more or less impossible in 1.7+ since the chance of 4 chunks each having a size 14 cave system is one in 3*10^17, while the RNG used only has 2.8*10^14 possible states. A size 14 cave system can have as many as 56 total caves (tunnels) but the chance of that is similarly as low (one in 7.2*10^16) as each node has a 25% chance of a circular room, which in turn has a 25% chance of the maximum of 4 tunnels instead of one per node):
Seed is -123775873255737467
Center is -1920, 3024 (chunk -120, 189)
Radius is 1 chunks (circular)
Version used is <= 1.6.4
Size 24 cave system at -1936, 3008; total number of caves: 32
Size 1 cave system at -1904, 3008; total number of caves: 1
Size 31 cave system at -1904, 3040; total number of caves: 54
Number of cave systems: 3
Initial number of caves: 56
Total number of caves: 87
Additional circular room caves: 31
Number of small caves: 85; average width is 5.87
Number of large caves: 2; average width is 11.79
Number of circular rooms: 19; average width is 9.90
Additional caves per circular room: 1.63
Average caves per chunk: 9.666667 (9 chunks)
Average altitude: 31.39
Percentage of caves on layers 0 to 9: 26.44
Percentage of caves on layers 10 to 19: 19.54
Percentage of caves on layers 20 to 29: 14.94
Percentage of caves on layers 30 to 39: 3.45
Percentage of caves on layers 40 to 49: 5.75
Percentage of caves on layers 50 to 59: 13.79
Percentage of caves above layer 59: 16.09
The average cave density in 1.6.4 is 0.446875 caves per chunk while 1.7+ is 0.34375 (thus, a cave system like the one above is equivalent to the average in 195 chunks in 1.6.4 and 253 in 1.7+).
Depends on what sort of caves you like. I like tunnel caves with smaller rooms that are a touch bigger than what vanilla has but not so big as to be similar to the city-holes Master Caver puts on display. I prefer a moderate density, enough that they can endlessly connect to each other without cannibalizing each other's surfaces.
What I dislike are the tiny surface caves that are just big enough that I refer to them as "crooked wells" (crooked because they aren't vertical, wells because they're almost small enough to fill with water).
Honestly, from some Real-Life caving Experience, I can say that "surface tubes" - as you mention - can Feel like "dud caves." But, in general Cave Systems are simply the more-obvious(ly-interconnecting) versions of places where caves are just most-common.
MC Caves are relatively-realistic, actually, indeed their Danger factors are pretty-closely exact to Reality (and Bats are just as innocuous Either-way ). They're not fully, though: basically no "belly-crawls," or other vertically-narrow "pinch points," no cave dust on the floor choking those such; no occasionally-dangerous but Almost-always just Fragile formations, and no special equipment, needed, of course in-Game other than "'Maybe' Light" (yeah, right!).
Helmets aren't-needed too either in MC (unlike - say - a Respiration III and /or Turtle Shell one, for UnderWater Caving, which should in Any case - "'cave' 'diving'" - Never be done In Real Life [due to the dust again, in Water Plus slightly-greater Darkness]). In general small crack-like caves (and /or not-fully closed-up caves, with plenty of exposed breakdown whether open to the surface or-not) are far more common than the walking-cave ones of MC.
So I recommend finding-out about R L caves, I guess and determining which one favors. Consider safety and access, but the trick is, if you Really like natural /interesting cave formation(s), "it's just a Game" may not be enough (nor might just going one-time and destroying the place, so cave well).
from Cave Game to the most Recent Snapshot, which has the best caves?
The versions of Minecraft prior to 1.7 have some of the best ones, in my opinion. As they generate a lot of abandoned mineshafts and dungeons, structures that I like to explore. Even though they were made more common in 1.13’s new world generator for some reason.
Still, it doesn’t mean that I hate the caves from 1.7 on. There is a possibility of huge caves generating there, and I could stay for hours mining in them, looting all the ore and loot I can find, and getting lost...(Especially since mining is one of my favorites hobbies)
Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
http://iwbtg.kayin.moe
Words of Warning: - You need a software (Clickteam Fusion 2) to run this game.
- The game will probably crash a lot.
- You will rage so much.
- This game is too easy for me. \_(^_^)_/
Depends on what sort of caves you like. I like tunnel caves with smaller rooms that are a touch bigger than what vanilla has but not so big as to be similar to the city-holes Master Caver puts on display. I prefer a moderate density, enough that they can endlessly connect to each other without cannibalizing each other's surfaces.
What I dislike are the tiny surface caves that are just big enough that I refer to them as "crooked wells" (crooked because they aren't vertical, wells because they're almost small enough to fill with water).
1.13 did not make mineshafts or dungeons more common, at least not overall; 1.13 did remove a reduction in their frequency within 80 chunks (1280 blocks) of the origin, where before their base chance was multiplied by (distance / 80) as you went 0-80 chunks from 0,0. Otherwise, the chance is the same as since 1.7, 1 in 250 per chunk, compared to 1 in 100 (.5 times more common) in 1.6.4 and earlier; the distance at which the chance in 1.6.4 reaches 1 in 250 is 32 chunks or 512 blocks, so they are only more common in 1.13+ within the equivalent of a level 3 map centered around 0,0. Dungeons have been unchanged (1.7 made then half as common by doubling the y-range they generate over from 128 to 256, halving the chance that any y coordinate will be chosen. In 1.8-1.12.2 you can offset this by increasing the count from 8 to 16).
Those "city hole" caves (assuming you are not thinking of caves like this, which are entirely a product of my own mods) actually aren't as as common as you might think from reading my threads (e.g. my first world), as I only mention particularly interesting caves. Here is a comparison of 1.6.4 to 1.7+:
1.7+:
There are a couple huge cave systems of the kind I mention, a few smaller but similarly dense cave systems, while other areas are more similar to 1.7, and there are even areas relatively free of caves - while the "size" of cave systems is larger in 1.6.4 this value also controls the range of sizes that cave systems come in (1.6.4 has cave systems with a "size" of 0-39 while 1.7+ ranges from 0-14, or about 1/3 the maximum size and range).
This is an area from my first world which includes several "1.6.4-type" cave systems, with another area further east below (including part of the same area; the cave system to the upper-right on the first map and upper-left of the second map is the largest and densest cave system that I've found in over 88,000 chunks, and from analyzing seeds a cave system this large and dense is far rarer):
Also, even these larger cave systems don't take that long for me to explore; the cave system shown below only took me 3 hours and 50 minutes to explore and yielded 3,758 ore, all in a single play session:
Also, to put a cave system like this into perspective, it was equivalent to 4 of the largest possible single cave systems in 1.7+, each of which generates once every 23625 chunks on average (for comparison, a cave system with at least the same size generates once every 153 chunks in 1.6.4, making it about 153 times more common. A cave system as dense as this is more or less impossible in 1.7+ since the chance of 4 chunks each having a size 14 cave system is one in 3*10^17, while the RNG used only has 2.8*10^14 possible states. A size 14 cave system can have as many as 56 total caves (tunnels) but the chance of that is similarly as low (one in 7.2*10^16) as each node has a 25% chance of a circular room, which in turn has a 25% chance of the maximum of 4 tunnels instead of one per node):
Center is -1920, 3024 (chunk -120, 189)
Radius is 1 chunks (circular)
Version used is <= 1.6.4
Size 24 cave system at -1936, 3008; total number of caves: 32
Size 1 cave system at -1904, 3008; total number of caves: 1
Size 31 cave system at -1904, 3040; total number of caves: 54
Number of cave systems: 3
Initial number of caves: 56
Total number of caves: 87
Additional circular room caves: 31
Number of small caves: 85; average width is 5.87
Number of large caves: 2; average width is 11.79
Number of circular rooms: 19; average width is 9.90
Additional caves per circular room: 1.63
Average caves per chunk: 9.666667 (9 chunks)
Average altitude: 31.39
Percentage of caves on layers 0 to 9: 26.44
Percentage of caves on layers 10 to 19: 19.54
Percentage of caves on layers 20 to 29: 14.94
Percentage of caves on layers 30 to 39: 3.45
Percentage of caves on layers 40 to 49: 5.75
Percentage of caves on layers 50 to 59: 13.79
Percentage of caves above layer 59: 16.09
The average cave density in 1.6.4 is 0.446875 caves per chunk while 1.7+ is 0.34375 (thus, a cave system like the one above is equivalent to the average in 195 chunks in 1.6.4 and 253 in 1.7+).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Honestly, from some Real-Life caving Experience, I can say that "surface tubes" - as you mention - can Feel like "dud caves." But, in general Cave Systems are simply the more-obvious(ly-interconnecting) versions of places where caves are just most-common.
MC Caves are relatively-realistic, actually, indeed their Danger factors are pretty-closely exact to Reality (and Bats are just as innocuous Either-way ). They're not fully, though: basically no "belly-crawls," or other vertically-narrow "pinch points," no cave dust on the floor choking those such; no occasionally-dangerous but Almost-always just Fragile formations, and no special equipment, needed, of course in-Game other than "'Maybe' Light" (yeah, right!).
Helmets aren't-needed too either in MC (unlike - say - a Respiration III and /or Turtle Shell one, for UnderWater Caving, which should in Any case - "'cave' 'diving'" - Never be done In Real Life [due to the dust again, in Water Plus slightly-greater Darkness]). In general small crack-like caves (and /or not-fully closed-up caves, with plenty of exposed breakdown whether open to the surface or-not) are far more common than the walking-cave ones of MC.
So I recommend finding-out about R L caves, I guess and determining which one favors. Consider safety and access, but the trick is, if you Really like natural /interesting cave formation(s), "it's just a Game" may not be enough (nor might just going one-time and destroying the place, so cave well).