Dripstone Cave Sounds in Underground Warehouse
DarthSandpaper opened this issue ยท 2 comments
I went back in and got some screenshots. I'm posting separately for form.
Normal structure, no cave ambiance.
Walk to the entrance, cave sounds + lush cave sounds. This also occurs at the right forward corner of the structure (reference minimap in first screenshot).
Minimap shows what's below generated structure - about 32 blocks down is a mineshaft.
Pretty far drop down, enough to lit you or kill you.
This ravine correctly plays cave ambiance (it's huge, leads down to a goblin fort or something).
I'm fortunately unable to replicate the issue I'm having at this little house right in the middle of the split ravine (at surface levels).
I'm having some issues with this too, I figured since I moved into a pre-generated schematic building consisting of blocks typically found in caves (cut tuff, cut scoria, mud/packed mud etc.), I assume the engine detected the presence of those and thought to activate cave ambiance. I replaced all materials with non lush cave material. But I'm finding that it's still detecting a cave under my house (there's about >30 blocks between my house and the cave), and it keeps playing cave ambiance. Trying to figure out how to reduce the detection settings without having to dig through code, playing around with the in-game config but to no avail. It also seems to detect any subsurface space and register it as a cave, even small four-block deep "cuts" into the terrain. I played with the scanStepAmount value hoping there would be some sort of difference, but nothing noticeable. Default is 100. If I figure something out, I'll let you know, but it seems like you'll have to manually add an exception for that dripstone block.
edit* To add, I'm playing with the Steampunk modpack on CF. It includes Yung's Caves, which seem to generate absolutely anywhere and everywhere. On average, caves seem to generate about 30 blocks under the top grass block, and even then it still thinks there's a giant, lush cave in the overworld. I'm thinking that maybe one of these mods messes with land generation Y values and this mod is trying to follow along vanilla's lines but maybe a mod is messing with that. My Y values are 45 and above for surface level. Looking at the minimap, it seems to designate any black space that's not a cave as "deep dark". This may be an issue within my modpack, some insight would be good to have. I did set scanStepAmount to 15 and that kind of took care of some issues, but the mod is detecting lush vast caves on the surface near any generated structures, ironically save for castle type ones that have a dropshaft that leads to an underground labyrinth. Even at a cave entrance ~6x3 size at a higher Y value (around 65), it'll play those sounds. But I didn't get any of those sounds around or in a surface ravine that led all the way down to deepslate.