• 0

    posted a message on Underground Biome Variety
    Quote from TheMasterCaver»
    Mojang doesn't really seem to care about the underground; for example, look at this map of one of my worlds from before 1.7, which shows a lot of variation in the size and distribution of cave systems (note that this is vanilla generation, not modded, as I increased the variation further, mainly of individual caves, plus some "special" variants of caves):

    Of course, since 1.7 it looks more like this, in any given seed:

    (Note that even though there were more caves before 1.7 there was also more variation, and ironically, more large areas with few caves, just as there were areas with an extremely high concentration of caves)

    As for the "increased variation" I mentioned, imagine finding caves and ravines like these (the last screenshot is a real vanilla cave, from the seed -123775873255737467 at -800, -1050; of course, only before 1.7, and while extreme it is the only cave system that large and dense in the entire world mentioned above, as shown on this map of the lowest 20 layers, located near the upper-right:







    You truly live up to your username. You not only supported this, but you even put in proof most wouldn't/couldn't!
    Posted in: Suggestions
  • 0

    posted a message on Underground Biome Variety
    I like what you are suggesting, but the OP is very vague and could use more descriptions and possibly pictures to give some visual support. I have some suggestions for this thread as well:

    In general, any Grass Block that spawns with an air block under it (Grass that generates over cave openings) will have a chance to spawn with roots coming out of the bottom of them. Sometimes in the big open rooms of caves (an less commonly in tunnels) stalagmites and stalactites will generate (not just columns of stone, but actual 1-2 tall flower-style blocks).

    If a Jungle tree generates with 1-3 blocks between it's base and an air block (The above-ground opening to a cave) it will generate Jungle Logs down through the blocks and into the air blocks below it, simulating roots. The opening to caves would be mossy and filled with dirt/grass and some plants, and the occasional water pool or flow. As you go deeper into the caves, the grass/dirt and plants become more sparse, while mossy effects and water flows stay about the same if not more. Coal could be more common here.

    Cold/Snowy Biomes would generate with patches of ice on the floors, walls and ceiling of caves and cave tunnels. Ice Spikes Biomes, similar to Jungles with their trees, will generate down into caves if they meet the requirements, but with ice spikes instead of Jungle Logs. In Ice Spikes Biomes you would also get the occasional packed ice pillar deeper into the caves.

    Deserts and Mesas would have larger and more common open caves like somewhat in real life when water seeps into cracks in sandstone and limestone and eats away at them. I know this is how most, if not all caves form, but sandstone/limestone are 2 rocks that are weathered down more quickly than most rocks. Sandstone and Red Sandstone would also be more common in these caves, and Mesas would usually have darker-colored hardened clay. Iron could be more common in Mesas (Iron rust is what turns the sand and stone red theoretically)

    Most biomes could spawn with large caves filled with water (flooded caves; more common in deserts and mesas) that would have a higher chance of having stalagmites and stalactites.
    Posted in: Suggestions
  • 0

    posted a message on NEW Nether and End dimension additions | Now with Pictures + Poll!
    I've seen that post, but the whole purifying idea just doesn't feel right. It's the End, it's supposed to be dangerous and difficult.
    Posted in: Suggestions
  • 0

    posted a message on Enhancements to Jungles and Mushroom Biomes Now with a fixed thread name!
    Thanks, and I don't mind which way you contacted me.
    Posted in: Suggestions
  • To post a comment, please or register a new account.