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.
@AbsintoJPl
Added to the description. Thanks!
Video Tutorial on the Plugin
http://youtu.be/_oSTLOd9pEA
Credits Video: (AbsintoJ/Giant Caves)
@thelastlokean
Reduce maxy in the plugin.config.
Working great for me! I really like it in combination with the core ore vein plugin! The caves are gorgeous, and configurable.
I am having one semi issue however, caves underneath the ocean floor commonly have ocean as part of the roof. However this water is not gravity active until a player moves/updates the blocks. While it is a cool effect, providing a strange lighting into the cave, it makes it far too easy for players to get into caves on an ocean-heavy survival world I have been setting up. If I update every block, all the caves and ore will be flooded beyond the point of practically mining. Is there a way to stop caves from breaching into lakes/oceans?
@madtomic
Use this one: http://dev.bukkit.org/bukkit-plugins/giant-caves/files/20-1-7-2-r01/
what is the best version for cb1.7.2-r0.3?
@fastlockel
1.7.10 support released. 1.7.10 is still in dev build status, so your milage may vary.
Please update to bukktit v1.7.10
seems you shall replace any occurrence in your code of v1_7_R3 and replace by v1_7_R4
then method chunck.i() seems to be replaced by chunck.getChuckSections()
Remains a() method : looking for equivalment Thanks
Just as informational purpose; I strongly recommand you the use of this plugin with GiantCaves : http://dev.bukkit.org/bukkit-plugins/oreveins/ Bye
@deltahat Thanks for your answer.
That's a shame :/ I'm gonna repopulate the world then, with Giant Caves disabled for the repopulation (only the first time to generate the base world, then a second time will all features from TerrainControl like trees, grass...) It works using WeatherMan, if anyone needs to know... Though it might be long since the entire discovered world has to be marked as unpopulated.
@Forerunner343i
Unfortunately, I can't control the load order of terrain generators. The bukkit API is not particularly flexible when it comes to coordinating multiple terrain generators.
@Liger_XT5
I've seen this happen before. I think it's a bug in multiverse. Delete the content of the world directory and let the world re-generate. That should fix the problem.
Hi
I've been using it for months aloready, alongside TerrainControl, but still no way to get my custom bo2/bo3s structures to spawn in the caves, except at some points (they are sometimes generated after the caves, sometimes before so they disappear). Do you plan to change it in a future update, by adding the generator as first populator (vefore trees, grass and so on), or last generator (same time as the caves/canyons) ? That would greatly enhance the plugin experience :)
Thanks a lot
Thought I'd note in a small bug, at least for me. I added in subteranea, created a world, worked great. Removed the world and added Giant caves and generated a new world with the two of them, no trees, and as far as I can tell, no structures either.
@YangWenliJP
If you use Suberranea with GiantCaves, you can use the "ore-multiplier" option to increase the ore. If you set it to 6, it will have around double the ore density as vanilla minecraft
What has everyone used for nice big caves? (the options)
Hey Ryan,
i made an German Tutorial for your great plugin.
I would be great if you could link it in the plugin description!
You can find it at: https://www.youtube.com/watch?v=RTcKkkBfsdQ
Greetings
Chris
@Zen00
Upgrade Multiverse to the latest beta. I'm running just fine with Multiverse-Core 2.5-b678 on CB 1.7.5. If you are still having problems, post the stack trace.
R: 1.7.5-R01 for 1.7.4 Apr 10, 2014
Does not work with Multiverse, when attempting to list generators it will state "An internal error occurred while attempting to perform this command" and trying to generate a world as per instructions results in similar action.
@deltahat
thank you very mutch :)