# Amplified world generation without excessive flooded caves This datapack changes Minecraft's noise parameters to remove flooded caves in amplified world generation. It achieves this by increasing the terrain density (= more stone/dirt) around y=46, which cuts off most surface water from the cave systems. It shouldn't make it harder to find caves since some seemingly ignore the inital density generation. ## Installation Download the [.zip](https://github.com/FliegendeWurst/amplified_fixed/releases/download/v1/amplified_fixed.zip) and save it in your datapacks directory. ## Screenshots | Vanilla affected by [MC-241283](https://bugs.mojang.com/browse/MC-241283) | With this datapack | | ------------------------- | --------------------- | | ![vanilla](./vanilla.jpg) | ![fixed](./fixed.jpg) | Or a three-way comparison: | Normal | Amplified | Amplified (fixed) | | ------ | --------- | ----------------- | | ![normal](./random_vanilla.jpg) | ![amplified](./random_amplified.jpg) | ![fixed](./random_fixed.jpg) | As you can see, some flooding near the surface remains. I believe that can be corrected by tweaking the y level of my fix, but that will also lead to more terrain changes. ## Technical details ```jsonp "initial_density_without_jaggedness": { "type": "minecraft:add", "argument1": { "type": "minecraft:mul", "argument1": 10.0, "argument2": { "type": "minecraft:min", "argument1": { "type": "minecraft:y_clamped_gradient", "from_value": 1.0, "from_y": 46, "to_value": 0.0, "to_y": 50 }, "argument2": { "type": "minecraft:y_clamped_gradient", "from_value": 0.0, "from_y": 42, "to_value": 1.0, "to_y": 46 } } }, "argument2": { vanilla noise expression } } ``` ## Removing all flooded caves It is also possible to remove normal flooded caves by decreasing the `fluid_level_floodedness` noise. ## License

amplified_fixed by FliegendeWurst is licensed under CC BY 4.0

`data/minecraft/worldgen/noise_settings/amplified.json` was derived from Minecraft 1.20.2, the license only applies to the changes outlined above.