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.
@thief001
@Smellyhobo101
GiantCaves 1.7.5-R01 is in the approval pipeline. I've also cut a release on github.
hi smellyhobo10,
well as far as i can see on theire sources site, they updated to 1.7.5, or for sure work on it. so we "just" have to wait till its out.
i just dont know no nothing about java, else i would compile a version for my server, so i could start exploring of the landscape again ;)
Is there any chance this could be updated to 1.7.5? I have to use 1.7.5 for the latest terraincontrol build, but giantcaves seems to break on 1.7.5.
hello I use this plugin for Mining World. I want to give players more Mineral in just this Cave World. Can you make option like that? (relative frequency)
thank you
In this build hard clay colors from Mesa biomes are gone and Podzol doesnt work.
@deltahat
Hi
This is done, PM sent
Thanks, bye
@Forerunner343i
Can you please send me the following things. PM is fine:
Are the problems you are seeing consistent? Is it always the same chunks that glitch out in the same way, or is it random?
@deltahat Hi back :) I tested it for a long time, and it's still not getting the desired result, though it's alreay much better than before ! I suppose that the block populator is running AT THE SAME TIME than Terrain Control's one... which results in, say, some chunks having Terrain Control resources being populated after the giant caves (like grass on the ground of the caves) and, on the other hand, some other chunks being populated by TC before GC (in a word, all resources generated by TC are "eaten" by the caves, which replaces everything with air... and many less spawn, like the one which require air to spawn, since the caves aren't loaded yet)
I suppose that's an easy thing to fix, but as I'm no coder, I'm asking you to confirm if there is indeed a solution (like setting blockpopulator order between Terrain Control and GiantCaves) and, if so, how to do it ?! I looked for any tip but didn't find any way to do it on Google :/
Nicely
@deltahat
Hi ! I'll ping you the IP when the server is finished being set up. I'm at the moment still working on the config.
In fact, I got it working, but with "generator: TerrainControl" and default Giant caves config settings you gave me, not with "generator: TerrainControl:giant-caves"... Which results in caves being well generated BUT after TC has populated the chunks. So I don't get any grass, mycel or any BO2/BO3 to spawn in the generated giant caves.
I hope that setting it to "generator: TerrainControl:giant-caves" will make it work better... I'll let you know
Bye
@deltahat
Hi,
nice plugin, thanks.
Concerning to work together with TC (TerrainControl), its to adjust like I told HERE in that post:
To get it running with TC, you have to set in bukkit.yml:
worlds:
...world:
.....generator: TerrainControl:giant-caves
... and in the GiantCaves config.yml:
onlyUseWorldManagers: false
That´s it ;-)
Screen of GiantCaves in TerrainControl world:
@Forerunner343i
I'm glad you got it working! Would you mind PMing me your server IP? I'd love to check it out.
@deltahat
That's exactly what I did, but it seems that it doesn't take on the task after TC... I stopped the server and erased my world folder, so I'm sure that it didn't come from already generated chunks. But TC is also populating the map (adding ores), so maybe it just writes the chunks as being already populated, which makes that Giant Caves cant create the caves after that ?
EDIT Sorry in fact it was indeed working, I just had the config file set to default values (except USEONLY... which was good), so the caves were well here but I had not seen them :P It works perfectly then, thank you !
PS : just to let you know, you should include in teh next update a simple thing to check for incorrect values in the miny and maxy values... If I put for example 256m instead of 255, it crashes the whole server. Nothing hard and really needed, but it would be useful for people who, like me, have to wait for 10minutes before their hoster gives us the opportunity to restart the server after a crash ;)
@Forerunner343i
In your GiantCaves config, set OnlyUseWorldManagers to false and then setup the config according to http://dev.bukkit.org/bukkit-plugins/giant-caves/pages/help/configuration/
Since you are loading TerrainControl against "world" in your bukkit.yml, make sure to use the world name "world" in your GiantCaves.yml.
One thing to note, giant caves will only generate in new chunks.
Hi
I'm still trying to figure out how to make it work with Terrain Control worldgen... I need it for generating my biomes in a custom way, as well as the ores, ressources and bo2/bo3, but it's not satisfying enough concernant caves. That's why the ability to get both fun toibaissi of TC and Giant Cave would make me really happy :)
Just to let you know, I'm currently not using any world management tool like multiverse. So I currently have "worlds: world: generator: TerrainControl" in my bukkit.yml... Do I need to add something like "TerrainControl:GiantCaves ?
Thanks for your help Nicely
Hi I'm still confused on how to implement this onto a world I already have. I use Hsothorde.com to run my server. I dont have an actual config file, I just use drop-down menus to change settings withint the server-properties. I can't seem to find this config file you speak of? I can download bukkit plugins asn my server is running off of bukkit 1.7.2. When you say run multiverse....do you mean turn on that plugin and then within the game (or server command condolw window) enter thatb command above?
Any help appreciated, I'm new to this. I don't want to lose the world I have right now....
Does it works with 1.7.2 Bukkit?
I try to install, i followed the instructions but i can't find any huge cave on the map. :(
@TheLecturer
What you're seeing is expected. The new ocean biomes cut really deep into the earth and cross into the cave band configured in the .config. You can reduce the max y value for caves, but that will make them much less dramatic.
Sadly there isn't much room underground for giant caves with the vanilla terrain generator.
I've added this to my server - it is working, but some weird behaviour when it creates caves in an ocean biome. Bottom half of the cave is in the sea bed, top half of the cave is in the water, with what I can only describe as an "invisible bubble" holding the ocean back (or mostly holding it back, it does leak in in numerous places). There's approx. 15 blocks depth of ocean from the top of the "bubble" (maxy : 50) to the ocean surface.
It's kind of a cool effect and players are going to be going "OMG look what I found" when they find them, but I doubt it is supposed to work this way, so just letting you know.
Spigot build #1223 Giant Caves 1.7.2-R01 config.yml changed "onlyUseWorldManagers: false", everything else default settings.
@TheRynoMyte
If you update the GiantCaves config.yml with the name of your world, it will start adding caves to new chunks. There is no way to backfill giant caves into existing chunks.
Is there a way to implement this on a pre-existing map? An old server i was staff on used this and it was such a great world gen. I have been working on my 1.7 map for over a week now, but would love to be able to use it without having to regenerate the entire map.