Less Predictable Cave Biomes
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Tweaks cave biomes to generate less predictably and independently of surface biomes
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
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Less Predictable Cave Biomes
If you've played Minecraft a lot since the Caves and Cliffs update (or you've dabbled in the inner workings of Minecraft world generation), you may have noticed that the generation of cave biomes is tied to the generation of surface biomes. Lush caves generate under jungles and dark forests, dripstone caves generate far from the coast, deep dark generates below mountains, and sulfur caves generate under swamps. This can make cave biomes feel too predictable and remove the suspense from cave exploration, since if you dig underneath certain biomes you'll almost always encounter certain cave biomes.
This datapack aims to solve these issues by decoupling cave biome generation from surface biome generation. Dripstone caves, sulfur caves (in 26.2), and deep dark generate completely independently of surface biomes, and while lush caves are still biased towards humid biomes (because it honestly just makes sense), they can now occasionally generate in other places.
Here are some screenshots of generation that are not normally possible in vanilla Minecraft:

An ancient city generated below a swamp biome

Dripstone caves generated below an ocean biome

Azalea tree (indicating lush caves) generated within a normal forest biome
Compatibility
This datapack is known to be compatible with:
Other than that, this datapack is incompatible with most other world generation datapacks and mods (including Terralith, Tectonic, and Biomes O' Plenty). It is also incompatible with Amplified and Large Biomes. Unfortunately, it is not possible within vanilla Minecraft to make tweaks to biome placement without breaking compatibility with other presets and other mods.
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