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# Amplified world generation without excessive flooded caves
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This datapack changes the noise parameters to remove flooded caves in amplified world generation.
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It achieves this by increasing the terrain density (= more stone/dirt) around y=46,
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which cuts off most surface water from the cave systems.
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It shouldn't make it harder to find caves since some seemingly ignore the inital density generation.
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```json
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"initial_density_without_jaggedness": {
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"type": "minecraft:add",
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"argument1": {
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"type": "minecraft:mul",
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"argument1": 10.0,
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"argument2": {
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"type": "minecraft:min",
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"argument1": {
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"type": "minecraft:y_clamped_gradient",
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"from_value": 1.0,
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"from_y": 46,
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"to_value": 0.0,
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"to_y": 50
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},
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"argument2": {
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"type": "minecraft:y_clamped_gradient",
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"from_value": 0.0,
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"from_y": 42,
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"to_value": 1.0,
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"to_y": 46
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}
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}
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},
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"argument2": {
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... vanilla noise expression ...
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}
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}
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```
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## Removing all flooded caves
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It is also possible to remove normal flooded caves by decreasing the `fluid_level_floodedness` noise.
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