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I tested last November already some concepts, to create new ways to make caves.
Basing the caves on selected vanilla versions and porting them into existing worlds.

Its currently only a "concept idea" - and not really feasable, as render times 4x and 10x with the amount and size of caves. Just not feasible to try when going for multiple renders in one session, testing and validating that a world comes out as expected.

In the best case, a natural amazing opening is created - what i really wish for for future worlds.

At worst, it overlaps with existing structures and foliage and rocks, but causing mainly trouble and chaos.

I´ve sent a report and some ideas over to Worldpainter, and now waiting for if/how they can develop/add or fix these topics in their next development episode. 🤞

Another trouble i had was "controlling" such large cave systems, as they extent so heavily in every direction. Sometimes applying mostly on plans level, and not really at mountain height/level.

Aside aside all that:

One of the next goals, is to add large scale surface "caves" to mesas and canyons. Hopeing to make these areas even more interessting, but before, the terrain appliance needs to change, as its currently a mix of "groundcovers and biome texturing" - making not really uniform. :[
Groundcovers: for steep angles, that shouldnt have the biome applied
Biome textuing: applying ground covers + biome specifics

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