SamuKata
mcmeddon
mcmeddon

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Question and Update-Log || how feel about the caves and ore distribution so far?

TLDR

Generally what I want you to know:

Background information (general "bla bla" why it's hard):

Caves are the hardest things to make on my maps.
it takes dozens of layers and such precise fine-tuning to get it spot on, and small changes can have huge impacts down the chain, especially when custom objects are included like Crystals or Dripstones. And although I religiously test these caves before implementing, the test grounds differ from map environments, and therefore behave differently or have unintended consequences that deal with during the map finalization (since every maps differs). I change from map to map different settings and layouts styles, widths and heights, to find the optimum feel for the caves


Why are there so many ores?

Vanilla Minecraft as an attribution for ores called "exposed to air", which reduces the visible ores in caves, while the ore generation in the stone stays the same.
My caves are not able to do this, the caves are a negative space that exposes the complete underground. So in order to keep strip mining not frustrating as it was with Gerohall and Maps before, I increased the amount from 2% to 4%, hence the "doubling" of the ores.
Everything has its tradeoffs and I'm trying to find the middle ground.


Recent Changes:


Ideas for future caves, i want to implement:

Community suggestions I will try to incorporate: 




Comments

I'm playing on Jaratorm, only just starting. I just dug down to my first jungle cave! It was super exciting. It was sprawling and difficult to navigate, which was super fun for me. It felt like the available ores were pretty random? I would love it if the caves had a strong "identity", like fewer kinds of ores that are more exclusive. Emeralds are only common in the jungle cave, for example.

less giant pillars could be the case. less exposed ore if it's possible.

MrFires

i want more mega caves

Ephraim Roach


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