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Methods to find big caves consistently

OpenUniquepotatoesUniquepotatoes113 messagesstarted Aug 2, 2026, 9:23 PM
UniquepotatoesUniquepotatoesOP2 months ago(edited)
Oftentimes games can be decided by who finds a “god cave” first. Currently there is little in terms of strategies to find these.

The main strats I see is running around in f5 looking around, and digging in ocean caves to see if they are just above a big normal cave. The c counter can also be used, but it’s sometimes inconsistent.

Ideas I’ve seen so far involve checking the hostile mob cap on low RD. Another idea was checking bats on pie but the cap for them apparently might fill up too fast.

An example of something to explore would be understanding when an ocean cave has a big normal cave 1 block under and if there’s any way to know before swimming down. But even something like a way to read terrain could be good.

Hopefully people have some ideas can be tested and lead to new strategies here.

aga
1
NADDY
NADDY2 months ago
lowering rd to 2 and checking how fast hostile mob cap fills up is pretty good
NADDY
NADDY2 months ago
if it fills in less than 2 seconds u have a big cave
NADDY
NADDY2 months ago
if its like 10 mobs per second then meh
NADDY
NADDY2 months ago
oh my god
NADDY
NADDY2 months ago
cave noise is on the f3 screen
2
Uniquepotatoes
UniquepotatoesOP2 months ago
oh you can see that shit?
Uniquepotatoes
UniquepotatoesOP2 months ago
does it tell you anything useful
NADDY
NADDY2 months ago
Yes
NADDY
NADDY2 months ago
Cheese caves (giant ones) generate at negative values
NADDY
NADDY2 months ago
So in theory all you have to do is lower the cave noise value
NADDY
NADDY2 months ago
But it's like really variable
NADDY
NADDY2 months ago
Could be useful along c count though when deciding when you feel like you're close to a cave and just digging
Uniquepotatoes
UniquepotatoesOP2 months ago
oh so you could check this when deciding where to dig down
Uniquepotatoes
UniquepotatoesOP2 months ago
that's useful yeah
NADDY
NADDY2 months ago
Not from surface
Uniquepotatoes
UniquepotatoesOP2 months ago
oh i see
NADDY
NADDY2 months ago
Only when already in like a carver cave or when digging around
Uniquepotatoes
UniquepotatoesOP2 months ago
which f3 setting is it
Uniquepotatoes
UniquepotatoesOP2 months ago
chunk generation stats?
NADDY
NADDY2 months ago
Yes it's first value
NADDY
NADDY2 months ago
N
Uniquepotatoes
UniquepotatoesOP2 months ago
i see
Uniquepotatoes
UniquepotatoesOP2 months ago
the wiki says caves depends on 3 noise maps, can you see the other ones too?
NADDY
NADDY2 months ago
Idk I'll check when I'm back at my pc
NADDY
NADDY2 months ago
But the mega caves are definitely just that one
NADDY
NADDY2 months ago
I know there are also noodle and spaghetti caves
NADDY
NADDY2 months ago
Carver caves are not based on noise
NADDY
NADDY2 months ago
These generate like how rivers generate based off weirdness
Uniquepotatoes
UniquepotatoesOP2 months ago
Yeah the issue is that if the noise is in the region you want you should already be in the cave
NADDY
NADDY2 months ago
It's about the gradient
NADDY
NADDY2 months ago
Noise cannot transition from high to low instantly
NADDY
NADDY2 months ago
If you go in the direction of a lower noise value you might not hit one but all cheese caves are found through lower noise
NADDY
NADDY2 months ago
Type shit
Uniquepotatoes
UniquepotatoesOP2 months ago
Yeah true
Uniquepotatoes
UniquepotatoesOP2 months ago
One thing is that I think underwater caves sortof correspond to the structure of the cave roof underneath them if there is one
Uniquepotatoes
UniquepotatoesOP2 months ago
Uniquepotatoes
UniquepotatoesOP2 months ago
Uniquepotatoes
UniquepotatoesOP2 months ago
I guess the question is which cave is influenced by which
sam
sam2 months ago(edited)
yes this is what I do, it's very consistent but can have false negatives (which is better than false positive obviously)

biome params are not very useful, i ran like a regression on real terrain and they just don't have much signal
NADDY
NADDY2 months ago
Can it be used for checking the bottom of ocean caves
NADDY
NADDY2 months ago
Quickly
sam
sam2 months ago
just curious, did you find the hostile mob cap tech from me or elsewhere. not sure if i invented it
NADDY
NADDY2 months ago
Just thought of it now
1
sam
sam2 months ago
ok ya obv pretty easy to think of anyway lol. it's been very consistent for me in game, but can have false negatives due to
1. lush cave light
2. lava light
3. water filled caves
NADDY
NADDY2 months ago
Yeah you can at least be aware lush caves can be below you with the vegetation value
1
NADDY
NADDY2 months ago
But not that helpful ig
sam
sam2 months ago
yes
NADDY
NADDY2 months ago
I will check this
sam
sam2 months ago
also, one small signal you have from rising m counter is the size of the ticks i.e. the pack size that's spawning. it's hard to practice seeing but helps to rule out the case of having a bunch of independent layers of spaghetti caves, which is the only kind of false positive case
sam
sam2 months ago
since you need open cave terrain for consistent 4 packs
sam
sam2 months ago
this is a good idea, i really only looked at correlation of biome params with big caves below so im not sure
sam
sam2 months ago
and in the code the carver functions and stuff have like, very noisy relationships with biome params obviously
sam
sam2 months ago
sorry for clarity when i said noise params i meant the x/z biome params. not sure if your noise param tech works or not, only evaluated surface based tech
NADDY
NADDY2 months ago
if you swim along the bottom of an ocean cheese cave and it is the true bottom N is very close to 0 like >-0.005
NADDY
NADDY2 months ago
i dont think it works for long distances but maybe for very short ones (e.g. digging a 3 block tall gap and jumping to see a noticeable decrease in N
sam
sam2 months ago
interesting
NADDY
NADDY2 months ago
this should be swimming into a corner
NADDY
NADDY2 months ago
i guess
sam
sam2 months ago
something else i considered is while moving on RD 2 you can see how many hostile mobs despawn when you cross chunk borders, and get an idea of relative concentration of mobs for those 5 chunks you just deloaded vs the other 20 you have loaded
sam
sam2 months ago
overlaps with moving in overworld but like, comes at the expense of information from seeing your surroundings
GracefulBeauty
GracefulBeauty2 months ago(edited)
one method ive been using for cave finding (and navigation while already in a cave) is thin macro + look straight down and then slightly up + look at C counter + spin around
NADDY
NADDY2 months ago
thats a lotta chunks tho
NADDY
NADDY2 months ago
i think macros are not allowed
GracefulBeauty
GracefulBeauty2 months ago
they are
sam
sam2 months ago
it's just zoom macros that arent allowed
NADDY
NADDY2 months ago
this is really good info in trial chambers actually
GracefulBeauty
GracefulBeauty2 months ago
resizing the window outside of monitor bounds isn't allowed, thin is within bounds
NADDY
NADDY2 months ago
you know where to dig out for a cave
NADDY
NADDY2 months ago
ohhh ok
GracefulBeauty
GracefulBeauty2 months ago(edited)
for this, you have to be aware of how C counter works. basically it culls caves that aren't connected to the space you're currently in, but it can "xray" through walls that aren't fully blocking the boundary between two sub-chunks
NADDY
NADDY2 months ago
also big for checking if a wall is real or generated to cover a trial chamebr
NADDY
NADDY2 months ago
wait
NADDY
NADDY2 months ago
this is awesome
sam
sam2 months ago
i'm gonna write a script to see how predictive the gradient is
sam
sam2 months ago
just in case digging 3 blocks actually straight up tells you if there's a cheese cave
sam
sam2 months ago(edited)
c counter usually only works if you're already dug down right?
sam
sam2 months ago(edited)
like i don't think it ever reveals a y-10 full buried cheese cave
NADDY
NADDY2 months ago
i think if the cave is within like a chunk yeah
NADDY
NADDY2 months ago(edited)
or somehow air is connected
Uniquepotatoes
UniquepotatoesOP2 months ago
yea c counter gets culled very easily if its multiple chunks away
GracefulBeauty
GracefulBeauty2 months ago
nice thing about c though is you don't get false positives at least
GracefulBeauty
GracefulBeauty2 months ago
lots of false negatives
Uniquepotatoes
UniquepotatoesOP2 months ago
yea theres always something
Uniquepotatoes
UniquepotatoesOP2 months ago
sometimes it goes away after digging for a while though
GracefulBeauty
GracefulBeauty2 months ago
thin macro + spin helps with that
Uniquepotatoes
UniquepotatoesOP2 months ago
so you have to check other directions
GracefulBeauty
GracefulBeauty2 months ago
it's cause you're going the wrong way and you cross into a sub-chunk that's actually not on the way
Uniquepotatoes
UniquepotatoesOP2 months ago
yeah true thin is good to narrow it down
Uniquepotatoes
UniquepotatoesOP2 months ago
just unlucky the way caves generate you cant really detect them using noise until youre almost in them
Uniquepotatoes
UniquepotatoesOP2 months ago
you cant like preemptive for caves somehow right
Uniquepotatoes
UniquepotatoesOP2 months ago
ik it usually uses block entities just thinking if theres something else on the pie
Uniquepotatoes
UniquepotatoesOP2 months ago
i guess you could eray maybe
GracefulBeauty
GracefulBeauty2 months ago
i think eray has the same culling logic as cray
GracefulBeauty
GracefulBeauty2 months ago
but if not exactly the same, ik eray does have its own culling situation
NADDY
NADDY2 months ago
just found a cheese cave from a normal cave using n value
NADDY
NADDY2 months ago
hard to tell if i got lucky or not
Uniquepotatoes
UniquepotatoesOP2 months ago
tas
Uniquepotatoes
UniquepotatoesOP2 months ago
at that point c counter probably works as well
AKI
AKI2 months ago
just look at a water cave and u can just see if theres something below it if u know what your looking for
sam
sam2 months ago
please share your method
Uniquepotatoes
UniquepotatoesOP2 months ago
how can see ?
AKI
AKI2 months ago
if it looks like theres a cave that means theres a cave
sam
sam2 months ago
oh i tried that sometimes theres not a cave sadly
AKI
AKI2 months ago
then it didnt look like there was a cave there
AKI
AKI2 months ago
u just thought it looked like that
sam
sam2 months ago
oh ok
CuberInACube
CuberInACube2 months ago
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CuberInACube
CuberInACube2 months ago
This is useful sometimes
4
luxuryz
luxuryz4 weeks ago(edited)
no aki is right tho
luxuryz
luxuryz4 weeks ago
i swear its really easy to tell when there "is" a cave under a water cave
luxuryz
luxuryz4 weeks ago(edited)
sometimes the "caves" are htose like 10x10 shit air pockets that got like intersected with water caves and IDK if theres info to be gained from that or not
luxuryz
luxuryz4 weeks ago
Oh so yea basically what camman said.