Giant Caves
Overview
Giant Caves is a bukkit mod that creates giant underground caves in the world. The caves are generated using Perlin noise seeded by the world seed. Caves are unique to each world.
Giant Caves is implemented as a bukkit block populator and is compatible with the vanilla world generator and most likely any world generation plugin that implements the chunk generator pattern. Giant Caves also comes with a vanilla generator for use with Multiverse.
Works best with Subterranea
See it in Action!
Here is a great overview video in German and one in Portuguese
Installation
I don't have Multiverse or another world manager
- Stop the server if it is running!
- Download the plugin and put it into your plugins folder.
- Start your Server to make the plugin generate default world configuration files for known worlds.
- Set onlyUseWorldManagers to false in config.yml
- Edit the configuration file to match your needs. (See Help Topics > Configuration for more info.)
- Restart your server.
Code
https://github.com/rmichela/GiantCaves/
Credits
- Code: Ryan Michela
Metrics
This plugin utilizes Hidendra's plugin metrics system. the following information is collected and sent to mcstats.org unless opted out:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- Plugin's version
- Server's version
- OS version/name and architecture
- core count for the CPU
- Number of players online
- Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
GiantCaves doesn't load a config folder for me, and it doesn't install. Like i put it in my plugins folder and it shows it is there but, it doesn't load when the server starts up. Can you help me?
@roblikescake
As long as the chunks are marked as unpopulated it will work.
Will the work on custom maps made with WorldPainter?
WorldPainter: http://www.minecraftforum.net/topic/231255-worldpainter-v160-graphical-interactive-map-creatorgenerator/
I'd like to make a custom map via WorldPainter and then add these Giant Caves to it. :)
@rob5300
Create your multiverse world and then add that world to the Giant Caves config.yml.
How can i make this work with Multiverse, is it possible to create the world and specify that as the world generator?
@CobbleBoy
Use OpenJDK, it has updated to Java 7 in squeeze, or you can try uploading the installer for Oracles JRE.
Hello,
I have a problem too : http://pastebin.com/Es9H1n6Y
Java 7 is not available on debian squeeze .. Well, i update to wheezy -_-
@Zortwil
Giant Caves should work fine with Terrain Control.
Does this work fine alongside terraincontrol worlds?
As in both being in the same world?
@grid21
Giant caves can be installed on existing worlds, but the caves will only be added to new chunks.
Is this plugin ok to install even if you already have generated worlds?
@Xaymar
Hmm, must be due to the complexity of the calculation since those blocks need to have 1 air block and 3 solid blocks on the four sides. I don't know enough about when Bukkit chunk generation kicks in vs vanilla generation, but I would hope Bukkit gets the last word. Maybe this is something the Bukkit team needs to address.
@WhiffleX
Minecraft 1.5 seemed to change the way the world is generated, causing water and lava to be populated last. I kind of hate the way this is handled but right now I don't have much of a different solution than to test for water and make it a pillar instead, which should cause a physics update once loaded in. But it's minecraft, and even in minecraft you can fire 300 physics update at a gravel block and nothing would happen unless you were to randomly cause it to react to redstone. Totally unpredictable :/ (The original code did fire a lot of block updates to the water, and it didn't react at all)
Thanks for the update! It's working for the most part, but the floating water and lava source blocks aren't being replaced. This is fairly minor, so at least we've got our caves!
@iAndyCraft
You can just load new chunks. It may look a bit ugly with the sudden appearance of big caves, but it shouldn't be too bad if set right. Besides, that is part of minecraft anyway. :)
Do we need to start up a new world for this or can we just load new chunks?
@WhiffleX
It hasn't been safe to update for non-beta versions in the past, so why would it now? Every other non-beta build had some issue or the other that made it impossible to predict the plugins behaviour. Inception would be the primary example here. I released one dev update there and the next beta build was breaking Inception in ways that I haven't been able to predict.
In addition to that, every server owner has the capability of building the plugin, since the source code is available to everyone. And I even made it easy to compile, as it will automatically download all dependencies from repositories. It's almost a one-click compile.
You just need to change the references from v1_5_R3 to the new value and change the dependency version. If you can't do that on your own, pay someone to do it. My 'free' services are only available to people that are patient and can wait.
Edit: Also, there are plugins that can repopulate chunks. If you can't find one, write one yourself, it isn't that hard.
I think it's pretty safe to start updating before the beta. The biggest changes will occur right away and at this point there will only be minor tweaks which may or may not affect this plugin upon release of the latest beta. Unfortunately due to the nature of this plugin waiting is extremely detrimental. Since 1.6.2 requires new chunks for the horses many server administrators need to move their spawn to a new continent. When this happens the continent will generate without giant caves. Once this plugin is updated the newest continent will already be established without any caves. This creates a dilemma for our players. They can move to a new continent for horses, but without giant caves or they can stay on the horse-less continents with the giant caves.
@orodai
Well, for starters anything that ends up on the beta build list.
@Xaymar
What counts as a beta build?