Worlium

Worley noise-based cave generation

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Quick challenge

How far can you run before the mobs catch you?

Worlium

the_worliuming

Worlium replaces all vanilla cave generators with a Worley-noise-based carver modeled on the classic Worley's Caves mod by fluke. The Worlium carver produces sprawling, winding, interconnected tunnels. From a gameplay perspective, the underground becomes a massive, labyrinth-like cave system that feels both claustrophobic and expansive.

The mod ships for both Fabric and NeoForge through a shared common module that implements the carver as a custom `DensityFunction` (`worlium:worley_caves`). Under the hood, the density function samples a seeded 3D Worley F1/F3-edge cellular noise warped by a 2D Perlin displacement field, applies a depth-scaled warp amplitude so caves become more chaotic closer to bedrock, and eases the cutoff back toward solid near the surface.

Features

- replaces all vanilla caves with a Worley noise-based carver - custom aquifer logic (prevents caves from being flooded with water) - first-class support for Moderner Beta's world preset - increased diamond rarity - removal of diorite, andesite, and granite blobs - large lava lakes near bedrock (y=-63 to y=-56)

Known Issues

- when close to aquatic biomes (oceans, rivers, etc) the carver will occasionally terminate with a flat stone wall - the current aquifer removal logic uses biome tags, which works pretty well but is horrible for compatibility with other worldgen mods

Compatibility

- Cave Overhaul: supported - - Cave Overhaul: decent - Cave Overhaul: suboptimal - Cave Overhaul: very suboptimal - Cave Overhaul: no

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