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Minecraft:Cave: Difference between revisions

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{{For}}
{{MC/For}}
{{split|Noise cave|Carver cave|Underwater cave|reason=many technical differences that should be noted separately, like how canyons have their own page now. this page is quite long|timestamp=16 February 2025|discuss=Talk:Cave#Split_proposal_pt._2}}
{{MC/Split|Noise cave|Carver cave|Underwater cave|reason=many technical differences that should be noted separately, like how canyons have their own page now. this page is quite long|timestamp=16 February 2025|discuss=Talk:Cave#Split_proposal_pt._2}}
{{infobox structure
{{infobox structure
| image = Cave.png
| image = Cave.png
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| canspawn = Yes
| canspawn = Yes
| biome =  
| biome =  
* {{EnvLink|Overworld}}
* {{MC/EnvLink|Overworld}}
* {{EnvLink|The Nether}}
* {{MC/EnvLink|The Nether}}
| blocks =  
| blocks =  
* {{BlockLink|Air}}
* {{MC/Blocklink|Air}}
* {{BlockLink|Cave Air}}{{only|java}}
* {{MC/Blocklink|Cave Air}}{{only|java}}
}}
}}


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== Generation ==
== Generation ==
{{main|World generation#Noise caves|World generation#Carvers}}
{{MC/Main|World generation#Noise caves|World generation#Carvers}}


Caves are a part of Minecraft's terrain consisting of randomly generated cavities of [[Minecraft:air]], [[Minecraft:water]] or [[Minecraft:lava]], creating a hollow area and exposing other blocks generated with the terrain (such as [[Minecraft:stone]]s and ores).
Caves are a part of Minecraft's terrain consisting of randomly generated cavities of [[Minecraft:air]], [[Minecraft:water]] or [[Minecraft:lava]], creating a hollow area and exposing other blocks generated with the terrain (such as [[Minecraft:stone]]s and ores).
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Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface.<ref>https://www.youtube.com/watch?v=ob3VwY4JyzE</ref>
Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface.<ref>https://www.youtube.com/watch?v=ob3VwY4JyzE</ref>
{{-}}
{{MC/-}}


=== Cheese cave ===
=== Cheese cave ===
{{distinguish|Cheese}}
{{MC/Distinguish|Cheese}}
[[File:Cheese Cave.png|thumb|Inside of a [https://minecraft.wiki/w/File:Noise%20cave%20mechanism.jpg high-hollowness low-frequency] cheese cave.]]
[[File:Cheese Cave.png|thumb|Inside of a [https://minecraft.wiki/w/File:Noise%20cave%20mechanism.jpg high-hollowness low-frequency] cheese cave.]]


Cheese caves are pocket areas of the underground that come in various sizes. Cheese caves offer large and open spaces, being the largest cave type in the game. They frequently generate noise pillars and expose many [[Minecraft:ore]]s. When generating, the black part of noise image becomes stone or deepslate, and white part becomes air, making it resemble cheese with many holes.
Cheese caves are pocket areas of the underground that come in various sizes. Cheese caves offer large and open spaces, being the largest cave type in the game. They frequently generate noise pillars and expose many [[Minecraft:ore]]s. When generating, the black part of noise image becomes stone or deepslate, and white part becomes air, making it resemble cheese with many holes.
{{-}}
{{MC/-}}




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Spaghetti caves are long, narrow, winding caves and are a bit similar to small or medium carver caves, but longer. When generating, the edge of black and white part of noise image becomes air, making it look like long and wide spaghetti.
Spaghetti caves are long, narrow, winding caves and are a bit similar to small or medium carver caves, but longer. When generating, the edge of black and white part of noise image becomes air, making it look like long and wide spaghetti.
{{-}}
{{MC/-}}


=== Noodle cave ===
=== Noodle cave ===
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Noodle caves are a thinner and squigglier variant of spaghetti caves. They consist of tunnels usually 1 to 5 blocks in width. When generating, the edge of black and white part of noise image becomes air, making it look like long and thin noodles.
Noodle caves are a thinner and squigglier variant of spaghetti caves. They consist of tunnels usually 1 to 5 blocks in width. When generating, the edge of black and white part of noise image becomes air, making it look like long and thin noodles.
{{-}}
{{MC/-}}


=== Noise pillar ===
=== Noise pillar ===
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Noise pillars look like large dripstones or speleothems, but consist usually of stone. They can be found in any type of noise cave, making caves more realistic.
Noise pillars look like large dripstones or speleothems, but consist usually of stone. They can be found in any type of noise cave, making caves more realistic.
{{-}}
{{MC/-}}


=== Aquifer ===
=== Aquifer ===
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If two liquid bodies of different levels or types are too close, some blocks may be generated between them to separate them.  These may resemble "rimstone dams" in caves.
If two liquid bodies of different levels or types are too close, some blocks may be generated between them to separate them.  These may resemble "rimstone dams" in caves.
{{-}}
{{MC/-}}


== Carver caves ==
== Carver caves ==
{{redirect|Carver|carver canyons|Canyon|how carvers are generated|World generation#Carvers|the definition of carvers in data packs|Carver definition}}
{{MC/Redirect|Carver|carver canyons|Canyon|how carvers are generated|World generation#Carvers|the definition of carvers in data packs|Carver definition}}


Carver caves' structure typically consists of a series of irregular tunnels branching off and winding in other directions, which may cut through to the surface, creating natural entrances to the cave.
Carver caves' structure typically consists of a series of irregular tunnels branching off and winding in other directions, which may cut through to the surface, creating natural entrances to the cave.
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The ceiling of the main room, trunks, and branches is usually round, while the floor is usually flat.
The ceiling of the main room, trunks, and branches is usually round, while the floor is usually flat.


In contrast with noise caves' gradual and natural openings, carver caves frequently cut straight through surface blocks and generated features, either destroying them or inhibiting their generation. [[Minecraft:Sand]] often falls into caves generated near the surface of a desert or beach; craters in the sand can alert the player to caves below the surface. Caves cannot cut through red sand nor snow blocks, despite these generating as a surface block in several biomes.<ref>{{Cite bug|MC|16132|Cave carvers don't cut through snow blocks|date=May 23, 2013}}</ref> They frequently intersect and expose other natural structures such as other caves, monster rooms, carver canyons, and mineshafts.
In contrast with noise caves' gradual and natural openings, carver caves frequently cut straight through surface blocks and generated features, either destroying them or inhibiting their generation. [[Minecraft:Sand]] often falls into caves generated near the surface of a desert or beach; craters in the sand can alert the player to caves below the surface. Caves cannot cut through red sand nor snow blocks, despite these generating as a surface block in several biomes.<ref>{{MC/Cite bug|MC|16132|Cave carvers don't cut through snow blocks|date=May 23, 2013}}</ref> They frequently intersect and expose other natural structures such as other caves, monster rooms, carver canyons, and mineshafts.


===Overworld carver cave===
===Overworld carver cave===
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File:Bedrock Hole.png|A Nether carver exposing [[Minecraft:bedrock]]
File:Bedrock Hole.png|A Nether carver exposing [[Minecraft:bedrock]]
</gallery>
</gallery>
{{-}}
{{MC/-}}


==== Underwater carver caves ====
==== Underwater carver caves ====
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Being completely underwater, only the magma blocks provide any air for entities to breathe, since they generate bubble columns. They sometimes have [[Minecraft:seagrass]], but [[Minecraft:kelp]] cannot generate due to being exposed to the sky, unlike sea-access caves.
Being completely underwater, only the magma blocks provide any air for entities to breathe, since they generate bubble columns. They sometimes have [[Minecraft:seagrass]], but [[Minecraft:kelp]] cannot generate due to being exposed to the sky, unlike sea-access caves.
{{-}}
{{MC/-}}


== Structures and features ==
== Structures and features ==
=== Monster room ===
=== Monster room ===
{{main|Monster Room}}
{{MC/Main|Monster Room}}
Monster rooms, formerly called dungeons, are structure-like [[Minecraft:feature]]s that appear in the underground that contain monster spawners. They are small rooms made of cobblestone and mossy cobblestone and contain a monster spawner that produces either [[Minecraft:Zombie|zombies]], skeletons, or spiders and up to 2 [[Minecraft:chest]]s. Finding a monster room without a chest is unlikely but possible.
Monster rooms, formerly called dungeons, are structure-like [[Minecraft:feature]]s that appear in the underground that contain monster spawners. They are small rooms made of cobblestone and mossy cobblestone and contain a monster spawner that produces either [[Minecraft:Zombie|zombies]], skeletons, or spiders and up to 2 [[Minecraft:chest]]s. Finding a monster room without a chest is unlikely but possible.


=== Ancient city ===
=== Ancient city ===
{{main|Ancient City}}
{{MC/Main|Ancient City}}
An ancient city is a palatial structure found in the deep dark, harboring chests containing items that cannot be found anywhere else or that help a player avoid a warden. An ancient city features a large palace that stretches throughout a deep dark biome. The palace is made up of long corridors with gray wool floors to prevent vibrations as well as some smaller ruins off to the side of the main corridors, which contain between one or two loot chests. The city center features a frame resembling a warden's head, where there are reinforced deepslate blocks, which is an unobtainable material in Survival mode. Other unique blocks such as soul lanterns and candles as well as different forms of deepslate can be found here.
An ancient city is a palatial structure found in the deep dark, harboring chests containing items that cannot be found anywhere else or that help a player avoid a warden. An ancient city features a large palace that stretches throughout a deep dark biome. The palace is made up of long corridors with gray wool floors to prevent vibrations as well as some smaller ruins off to the side of the main corridors, which contain between one or two loot chests. The city center features a frame resembling a warden's head, where there are reinforced deepslate blocks, which is an unobtainable material in Survival mode. Other unique blocks such as soul lanterns and candles as well as different forms of deepslate can be found here.


=== Mineshaft ===
=== Mineshaft ===
{{main|Mineshaft}}
{{MC/Main|Mineshaft}}
A mineshaft is a generated structure found underground or underwater, having 3×3 mazes of tunnels with cave spiders and ores exposed on the walls or floor regularly.
A mineshaft is a generated structure found underground or underwater, having 3×3 mazes of tunnels with cave spiders and ores exposed on the walls or floor regularly.


=== Lava lake ===
=== Lava lake ===
{{main|Lava lake}}
{{MC/Main|Lava lake}}
[[File:LavaLake.png|right|thumb|Example of an underground lava lake.]]
[[File:LavaLake.png|right|thumb|Example of an underground lava lake.]]


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=== Amethyst geode ===
=== Amethyst geode ===
{{main|Amethyst geode}}
{{MC/Main|Amethyst geode}}
An amethyst geode is a [[Minecraft:feature]] found in the underground of the [[Minecraft:Overworld]]. Amethyst geodes contain smooth basalt, [[Minecraft:calcite]], and are the only source, apart from Ancient City and Trial Chambers chests, of amethyst items and blocks.
An amethyst geode is a [[Minecraft:feature]] found in the underground of the [[Minecraft:Overworld]]. Amethyst geodes contain smooth basalt, [[Minecraft:calcite]], and are the only source, apart from Ancient City and Trial Chambers chests, of amethyst items and blocks.
== Cave biomes ==
== Cave biomes ==
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=== Dripstone caves ===
=== Dripstone caves ===
{{main|Dripstone Caves}}
{{MC/Main|Dripstone Caves}}
A dripstone cave is an underground biome often found far away from oceans, in areas with high continentalness values. It features a landscape covered by speleothems, taking the form of patches of pointed dripstone and large dripstone block pillars. Small sources of water can be found on the floor. Drowned can spawn here in aquifers.
A dripstone cave is an underground biome often found far away from oceans, in areas with high continentalness values. It features a landscape covered by speleothems, taking the form of patches of pointed dripstone and large dripstone block pillars. Small sources of water can be found on the floor. Drowned can spawn here in aquifers.


=== Lush caves ===
=== Lush caves ===
{{main|Lush Caves}}
{{MC/Main|Lush Caves}}
A lush cave is an underground biome that is usually found below biomes with high humidity values, such as dark forests and old growth taigas. It is filled with unique flora, cave vines covering the roof, and [[Minecraft:clay]] pools of [[Minecraft:water]] on the bottom. This biome can be found underground below azalea trees. Axolotls and tropical fish can spawn here.
A lush cave is an underground biome that is usually found below biomes with high humidity values, such as dark forests and old growth taigas. It is filled with unique flora, cave vines covering the roof, and [[Minecraft:clay]] pools of [[Minecraft:water]] on the bottom. This biome can be found underground below azalea trees. Axolotls and tropical fish can spawn here.


=== Deep dark ===
=== Deep dark ===
{{main|Deep Dark}}
{{MC/Main|Deep Dark}}
The deep dark mainly generates deep underground in the deepslate layer, usually in mountainous areas with low [[Minecraft:Biome#Erosion|erosion]] values, and never below an ocean. The floor in this biome often has patches of [[Minecraft:sculk]] blocks surrounded by sculk veins, which include sculk-related blocks such as sculk shriekers, sculk sensors, and sculk catalysts. No mobs spawn  naturally in this biome, but if a player triggers the sculk shriekers a certain amount of times, the [[Minecraft:warden]], a powerful hostile mob, may appear, giving the player the Darkness effect. This biome may contain one or more ancient cities.
The deep dark mainly generates deep underground in the deepslate layer, usually in mountainous areas with low [[Minecraft:Biome#Erosion|erosion]] values, and never below an ocean. The floor in this biome often has patches of [[Minecraft:sculk]] blocks surrounded by sculk veins, which include sculk-related blocks such as sculk shriekers, sculk sensors, and sculk catalysts. No mobs spawn  naturally in this biome, but if a player triggers the sculk shriekers a certain amount of times, the [[Minecraft:warden]], a powerful hostile mob, may appear, giving the player the Darkness effect. This biome may contain one or more ancient cities.


=== Sulfur caves ===
=== Sulfur caves ===
{{main|Sulfur Caves}}
{{MC/Main|Sulfur Caves}}
{{In development|java|bedrock|26.2|26.20|experimental-be=Drop 2 of 2026|section=1}}
{{MC/In development|java|bedrock|26.2|26.20|experimental-be=Drop 2 of 2026|section=1}}
The sulfur caves are cave [[Minecraft:biome]]s consisting of [[Minecraft:sulfur]] and [[Minecraft:cinnabar]] blocks, where sulfur cubes spawn and sulfur pools generate. It was revealed at Minecraft Live – March 2026.
The sulfur caves are cave [[Minecraft:biome]]s consisting of [[Minecraft:sulfur]] and [[Minecraft:cinnabar]] blocks, where sulfur cubes spawn and sulfur pools generate. It was revealed at Minecraft Live – March 2026.


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=== ''Java Edition'' ===
=== ''Java Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|java Pre-classic}}
|{{MC/HistoryLine|java Pre-classic}}
|{{HistoryLine||Cave game tech test|link=Cave game tech test|Development on "Cave Game" started; caverns are showcased.}}
|{{MC/HistoryLine||Cave game tech test|link=Cave game tech test|Development on "Cave Game" started; caverns are showcased.}}
|{{HistoryLine||rd-132211|Caves have been temporarily removed.}}
|{{MC/HistoryLine||rd-132211|Caves have been temporarily removed.}}
|{{HistoryLine|java classic}}
|{{MC/HistoryLine|java classic}}
|{{HistoryLine||0.0.3a|Re-added caves.}}
|{{MC/HistoryLine||0.0.3a|Re-added caves.}}
|{{HistoryLine||August 25, 2009|link=https://www.youtube.com/watch?v=YoEn4f7H5M4|Caves are shown to be longer and more narrow.
|{{MC/HistoryLine||August 25, 2009|link=https://www.youtube.com/watch?v=YoEn4f7H5M4|Caves are shown to be longer and more narrow.
|It was demonstrated that bigger caves are located deeper underground.}}
|It was demonstrated that bigger caves are located deeper underground.}}
|{{HistoryLine||0.24_SURVIVAL_TEST|Added the above cave changes.}}
|{{MC/HistoryLine||0.24_SURVIVAL_TEST|Added the above cave changes.}}
|{{HistoryLine|java indev}}
|{{MC/HistoryLine|java indev}}
|{{HistoryLine||0.31|dev=20100122-2251|Caves are no longer filled with [[Minecraft:water]] as often.}}
|{{MC/HistoryLine||0.31|dev=20100122-2251|Caves are no longer filled with [[Minecraft:water]] as often.}}
|{{HistoryLine|java infdev}}
|{{MC/HistoryLine|java infdev}}
|{{HistoryLine||20100227-1414|Removed caves.}}
|{{MC/HistoryLine||20100227-1414|Removed caves.}}
|{{HistoryLine||20100325-1545|Caves were reimplemented.}}
|{{MC/HistoryLine||20100325-1545|Caves were reimplemented.}}
|{{HistoryLine||20100327|Removed caves again.}}
|{{MC/HistoryLine||20100327|Removed caves again.}}
|{{HistoryLine||20100616-1808|Again reimplemented caves.{{check version|Which 0616 version this is is unknown, but it definitely isn't the one we have archived.}}
|{{HistoryLine||20100616-1808|Again reimplemented caves.{{check version|Which 0616 version this is is unknown, but it definitely isn't the one we have archived.}}
|Caves are now clustered instead of random.{{check version|Which 0616 version this is is unknown, but it definitely isn't the one we have archived.}}
|Caves are now clustered instead of random.{{check version|Which 0616 version this is is unknown, but it definitely isn't the one we have archived.}}
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|More water and [[Minecraft:lava]] springs generate in caves.  
|More water and [[Minecraft:lava]] springs generate in caves.  
|Tunnels have a wider variety of thickness.{{check version|Which 0616 version this is is unknown.}}}}
|Tunnels have a wider variety of thickness.{{check version|Which 0616 version this is is unknown.}}}}
|{{HistoryLine||20100617-1531|[[Minecraft:Gravel]] and [[Minecraft:dirt]] can now be found in caves as ore features.}}
|{{MC/HistoryLine||20100617-1531|[[Minecraft:Gravel]] and [[Minecraft:dirt]] can now be found in caves as ore features.}}
|{{HistoryLine|java alpha}}
|{{MC/HistoryLine|java alpha}}
|{{HistoryLine||v1.0.3|Caves now have ambient noises such as moans and train whistles.}}
|{{MC/HistoryLine||v1.0.3|Caves now have ambient noises such as moans and train whistles.}}
|{{HistoryLine||v1.2.6|Pools of water and lava can now be found in caves.}}
|{{MC/HistoryLine||v1.2.6|Pools of water and lava can now be found in caves.}}
|{{HistoryLine|java}}
|{{MC/HistoryLine|java}}
|{{HistoryLine||1.4.2|dev=12w38a|Bats added, and are the only passive [[Minecraft:mob]] to spawn in dark caves.}}
|{{MC/HistoryLine||1.4.2|dev=12w38a|Bats added, and are the only passive [[Minecraft:mob]] to spawn in dark caves.}}
|{{HistoryLine|||dev=12w38b|New cave sounds added.}}
|{{MC/HistoryLine|||dev=12w38b|New cave sounds added.}}
|{{HistoryLine||1.7.2|dev=13w36a|Cave generation tweaked, making caves less dense and interconnected.<ref>{{cite|url=https://www.minecraftforum.net/topic/1981051|title=It seems that the underground is no longer swiss cheese anymore.|website=Minecraft Forum|date=September 17, 2013}}</ref><ref>:de:Datei:Höhlenverteilung 13w36a.gif</ref>}}
|{{HistoryLine||1.7.2|dev=13w36a|Cave generation tweaked, making caves less dense and interconnected.<ref>{{cite|url=https://www.minecraftforum.net/topic/1981051|title=It seems that the underground is no longer swiss cheese anymore.|website=Minecraft Forum|date=September 17, 2013}}</ref><ref>:de:Datei:Höhlenverteilung 13w36a.gif</ref>}}
|{{HistoryLine||1.8|dev=14w20a|Caves now generate on the surface of desert, mesa, mega taiga, and mushroom [[Minecraft:biome]]s.}}
|{{MC/HistoryLine||1.8|dev=14w20a|Caves now generate on the surface of desert, mesa, mega taiga, and mushroom [[Minecraft:biome]]s.}}
|{{HistoryLine|||dev=14w32a|Caves surfacing in mesa biomes now generate with red sandstone rather than [[Minecraft:sandstone]].}}
|{{MC/HistoryLine|||dev=14w32a|Caves surfacing in mesa biomes now generate with red sandstone rather than [[Minecraft:sandstone]].}}
|{{HistoryLine||1.10|dev=16w20a|Caves no longer generate with sandstone in the ceiling, when they surface through sand of any type.  The sand instead shows unstable sand particles, until it is disturbed.}}
|{{MC/HistoryLine||1.10|dev=16w20a|Caves no longer generate with sandstone in the ceiling, when they surface through sand of any type.  The sand instead shows unstable sand particles, until it is disturbed.}}
|{{HistoryLine||1.13|dev=18w08a|Caves and ravines can now generate underwater.}}
|{{MC/HistoryLine||1.13|dev=18w08a|Caves and ravines can now generate underwater.}}
|{{HistoryLine||October 3, 2020|link={{ytl|DWZIfsaIgtE|t=24m55s}}|The Caves & Cliffs update was announced at Minecraft Live 2020, revealing cave biomes, aquifers, and noise caves. }}
|{{HistoryLine||October 3, 2020|link={{MC/Ytl|DWZIfsaIgtE|t=24m55s}}|The Caves & Cliffs update was announced at Minecraft Live 2020, revealing cave biomes, aquifers, and noise caves. }}
|{{HistoryLine||1.17|dev=21w06a|Revamped cave generation by adding cheese caves, spaghetti caves, and flooded aquifer caves.
|{{HistoryLine||1.17|dev=21w06a|Revamped cave generation by adding cheese caves, spaghetti caves, and flooded aquifer caves.
|Removed flooded carver caves, as they are replaced by aquifers.
|Removed flooded carver caves, as they are replaced by aquifers.
|Caves can now generate down to Y{{=}}-60.}}
|Caves can now generate down to Y{{=}}-60.}}
|{{HistoryLine|||dev=21w07a|Noise caves and aquifers appear less often, and caves that are below the Y level of 0 are now made with grimstone}}
|{{MC/HistoryLine|||dev=21w07a|Noise caves and aquifers appear less often, and caves that are below the Y level of 0 are now made with grimstone}}
|{{HistoryLine|||dev=21w08a|Added crevice carvers.
|{{HistoryLine|||dev=21w08a|Added crevice carvers.
|Carvers now generate below Y{{=}}0.
|Carvers now generate below Y{{=}}0.
|Tweaked cave sizes.
|Tweaked cave sizes.
|Added more variation to carvers.<ref>{{tweet|henrikkniberg|1364649861761630209|Oh forgot to mention in the changelog: we also added some more variation to the old cave carvers (width, heigh, floor cutoff, etc). Just to make them blend in a bit better with the noise caves instead of being instantly recognizable.|24 Feb 2021}}</ref>}}
|Added more variation to carvers.<ref>{{tweet|henrikkniberg|1364649861761630209|Oh forgot to mention in the changelog: we also added some more variation to the old cave carvers (width, heigh, floor cutoff, etc). Just to make them blend in a bit better with the noise caves instead of being instantly recognizable.|24 Feb 2021}}</ref>}}
|{{HistoryLine|||dev=21w10a|Crevice carvers are now much less common.}}
|{{MC/HistoryLine|||dev=21w10a|Crevice carvers are now much less common.}}
|{{HistoryLine|||dev=21w11a|Tweaked cave sizes.}}
|{{MC/HistoryLine|||dev=21w11a|Tweaked cave sizes.}}
|{{HistoryLine|||dev=21w13a|Made carvers less likely to be too flat to walk through.
|{{MC/HistoryLine|||dev=21w13a|Made carvers less likely to be too flat to walk through.
|Increased likelihood of huge caves (large cheese caves).
|Increased likelihood of huge caves (large cheese caves).
|Reduced likelihood of tall 1-block thin pillars.
|Reduced likelihood of tall 1-block thin pillars.
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|[[Minecraft:Deepslate]] ore features can now be found between heights 0 and 16.
|[[Minecraft:Deepslate]] ore features can now be found between heights 0 and 16.
|Dripstone clusters can now be found rarely in regular caves.}}
|Dripstone clusters can now be found rarely in regular caves.}}
|{{HistoryLine|||dev=21w15a|All changes to caves from 21w06a-21w13a apart from dripstone clusters and deepslate and tuff ore features have been disabled and relegated to the Caves & Cliffs Prototype Data Pack.}}
|{{MC/HistoryLine|||dev=21w15a|All changes to caves from 21w06a-21w13a apart from dripstone clusters and deepslate and tuff ore features have been disabled and relegated to the Caves & Cliffs Prototype Data Pack.}}
|{{HistoryLine|||dev=21w18a|Added noodle caves in the prototype data pack.}}
|{{MC/HistoryLine|||dev=21w18a|Added noodle caves in the prototype data pack.}}
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|Re-introduced all previous changes to cave generation, which were available only through certain snapshots and the Caves & Cliffs Prototype Data Pack prior to this experimental snapshot.
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|Re-introduced all previous changes to cave generation, which were available only through certain snapshots and the Caves & Cliffs Prototype Data Pack prior to this experimental snapshot.
|Lush caves and dripstone caves can now generate naturally.
|Lush caves and dripstone caves can now generate naturally.
|Noise caves are no longer flooded above Y{{=}}30.
|Noise caves are no longer flooded above Y{{=}}30.
|Noodle caves now generate at all altitudes.{{verify|were they capped at Y{{=}}130 in this version, or was that not a thing until later?}}}}
|Noodle caves now generate at all altitudes.{{verify|were they capped at Y{{=}}130 in this version, or was that not a thing until later?}}}}
|{{HistoryLine|||dev=July 14, 2021|slink=https://twitter.com/henrikkniberg/status/1415237012731346947|According to Henrik Kniberg, crevice carvers have been retired because noise caves "do a better job of making cool natural-looking crevice".}}
|{{MC/HistoryLine|||dev=July 14, 2021|slink=https://twitter.com/henrikkniberg/status/1415237012731346947|According to Henrik Kniberg, crevice carvers have been retired because noise caves "do a better job of making cool natural-looking crevice".}}
|{{HistoryLine|||dev=experimental snapshot 2|Noise caves are less likely to extend from the surface to negative Y levels.
|{{MC/HistoryLine|||dev=experimental snapshot 2|Noise caves are less likely to extend from the surface to negative Y levels.
|Cheese caves are a bit smaller and less likely to intersect the surface.}}
|Cheese caves are a bit smaller and less likely to intersect the surface.}}
|{{HistoryLine|||dev=experimental snapshot 3|Aquifers can go deeper and are more likely to connect with cave systems further down.
|{{MC/HistoryLine|||dev=experimental snapshot 3|Aquifers can go deeper and are more likely to connect with cave systems further down.
|Aquifers have more high-frequency variation, and are more likely to be spread out instead of concentrated in one region.}}
|Aquifers have more high-frequency variation, and are more likely to be spread out instead of concentrated in one region.}}
|{{HistoryLine|||dev=experimental snapshot 5|Carvers are now able to cut through red sand and [[Minecraft:calcite]].}}
|{{MC/HistoryLine|||dev=experimental snapshot 5|Carvers are now able to cut through red sand and [[Minecraft:calcite]].}}
|{{HistoryLine|||dev=experimental snapshot 6|Aquifers under oceans and rivers are more likely to link to underground areas.
|{{MC/HistoryLine|||dev=experimental snapshot 6|Aquifers under oceans and rivers are more likely to link to underground areas.
|Carvers are now able to cut through sand and gravel on ocean floors.}}
|Carvers are now able to cut through sand and gravel on ocean floors.}}
|{{HistoryLine|||dev=experimental snapshot 7|Noodle caves are now able to generate at any height and are no longer capped at Y{{=}}130.}}
|{{HistoryLine|||dev=experimental snapshot 7|Noodle caves are now able to generate at any height and are no longer capped at Y{{=}}130.}}
|{{HistoryLine|||dev=21w40a|Some fixes to aquifer generation have resulted in their locations getting shifted around.}}
|{{MC/HistoryLine|||dev=21w40a|Some fixes to aquifer generation have resulted in their locations getting shifted around.}}
|{{HistoryLine|||dev=21w43a|Reduced the amount of flooded caves near rivers and oceans.}}
|{{MC/HistoryLine|||dev=21w43a|Reduced the amount of flooded caves near rivers and oceans.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Added the deep dark biome and ancient cities.}}
|{{MC/HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Added the deep dark biome and ancient cities.}}
|{{HistoryLine|||dev=22w11a|[[Minecraft:Sculk]] patches in deep dark now also replace part of the terrain's walls or ceilings, and become larger in general.
|{{MC/HistoryLine|||dev=22w11a|[[Minecraft:Sculk]] patches in deep dark now also replace part of the terrain's walls or ceilings, and become larger in general.
|Ancient cities in Deep Dark from the previous experimental snapshot have not been added.}}
|Ancient cities in Deep Dark from the previous experimental snapshot have not been added.}}
|{{HistoryLine|||dev=22w13a|Re-added ancient cities and revamped with new structures, improvements to already existing structures and an updated loot table.}}
|{{MC/HistoryLine|||dev=22w13a|Re-added ancient cities and revamped with new structures, improvements to already existing structures and an updated loot table.}}
}}
}}


=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|pocket alpha}}
|{{MC/HistoryLine|pocket alpha}}
|{{HistoryLine||Nov 24, 2012|link={{ytl|YMhyX_lKWV4|t=18m15s}}|Performance issues relating to caves were discussed at MINECON 2012.}}
|{{HistoryLine||Nov 24, 2012|link={{MC/Ytl|YMhyX_lKWV4|t=18m15s}}|Performance issues relating to caves were discussed at MINECON 2012.}}
|{{HistoryLine||v0.9.0|dev=build 1|Added caves.}}
|{{MC/HistoryLine||v0.9.0|dev=build 1|Added caves.}}
|{{HistoryLine|bedrock}}
|{{MC/HistoryLine|bedrock}}
|{{HistoryLine||1.4.0|dev=beta 1.2.20.1|Caves can now generate underwater.}}
|{{MC/HistoryLine||1.4.0|dev=beta 1.2.20.1|Caves can now generate underwater.}}
|{{HistoryLine||1.16.0|dev=beta 1.16.0.57|Added ambient cave sounds.}}
|{{MC/HistoryLine||1.16.0|dev=beta 1.16.0.57|Added ambient cave sounds.}}
|{{HistoryLine||1.16.220|exp=Caves and Cliffs|dev=beta 1.16.220.52|Caves now generate down to Y{{=}}-64.}}
|{{HistoryLine||1.16.220|exp=Caves and Cliffs|dev=beta 1.16.220.52|Caves now generate down to Y{{=}}-64.}}
|{{HistoryLine||1.17.0|exp=Caves and Cliffs|dev=beta 1.16.230.52|[[Minecraft:Deepslate]] ore features can now be found between heights 0 and 16.}}
|{{MC/HistoryLine||1.17.0|exp=Caves and Cliffs|dev=beta 1.16.230.52|[[Minecraft:Deepslate]] ore features can now be found between heights 0 and 16.}}
|{{HistoryLine|||dev=beta 1.16.230.54|Dripstone clusters can now be found rarely in regular caves.}}
|{{MC/HistoryLine|||dev=beta 1.16.230.54|Dripstone clusters can now be found rarely in regular caves.}}
|{{HistoryLine|||dev=beta 1.16.230.56|Revamped cave generation by adding cheese caves, spaghetti caves, and flooded aquifer caves.
|{{HistoryLine|||dev=beta 1.16.230.56|Revamped cave generation by adding cheese caves, spaghetti caves, and flooded aquifer caves.
|Caves can now generate down to Y{{=}}-60.}}
|Caves can now generate down to Y{{=}}-60.}}
|{{HistoryLine|||dev=beta 1.17.0.50|[[Minecraft:Lush Caves]] and Dripstone Caves can now generate naturally behind experimental gameplay toggle.}}
|{{MC/HistoryLine|||dev=beta 1.17.0.50|[[Minecraft:Lush Caves]] and Dripstone Caves can now generate naturally behind experimental gameplay toggle.}}
|{{HistoryLine||1.17.10|exp=Caves and Cliffs|dev=release|The new cave generation has been made accessible, behind experimental gameplay toggle.}}
|{{MC/HistoryLine||1.17.10|exp=Caves and Cliffs|dev=release|The new cave generation has been made accessible, behind experimental gameplay toggle.}}
|{{HistoryLine||1.17.30|exp=Caves and Cliffs|dev=beta 1.17.30.23|Added noodle caves, behind experimental gameplay toggle.
|{{HistoryLine||1.17.30|exp=Caves and Cliffs|dev=beta 1.17.30.23|Added noodle caves, behind experimental gameplay toggle.
|Noise caves are no longer flooded above Y{{=}}30 behind experimental gameplay toggle.}}
|Noise caves are no longer flooded above Y{{=}}30 behind experimental gameplay toggle.}}
|{{HistoryLine||1.18.0|dev=beta 1.18.0.20|Lush caves and dripstone caves can now generate naturally by default without enabling experimental gameplay toggle.
|{{MC/HistoryLine||1.18.0|dev=beta 1.18.0.20|Lush caves and dripstone caves can now generate naturally by default without enabling experimental gameplay toggle.
|The new cave generation has been made accessible by default, without enabling experimental gameplay toggle.}}
|The new cave generation has been made accessible by default, without enabling experimental gameplay toggle.}}
}}
}}
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=== Legacy Console Edition ===
=== Legacy Console Edition ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|console}}
|{{MC/HistoryLine|console}}
|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added caves.}}
|{{MC/HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added caves.}}
}}
}}


=== ''New Nintendo 3DS Edition'' ===
=== ''New Nintendo 3DS Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|new 3ds}}
|{{MC/HistoryLine|new 3ds}}
|{{HistoryLine||0.1.0|Added caves.}}
|{{MC/HistoryLine||0.1.0|Added caves.}}
|{{HistoryLine||1.3.12|Improved visibility in caves.}}
|{{MC/HistoryLine||1.3.12|Improved visibility in caves.}}
}}
}}


== Issues ==
== Issues ==
{{issue list}}
{{MC/Issue list}}


== Gallery ==
== Gallery ==
Line 454: Line 454:


== References ==
== References ==
{{reflist}}
{{MC/Reflist}}


== Navigation ==
== Navigation ==
{{Navbox terrain features}}
{{MC/Navbox terrain features}}


de:Höhle
de:Höhle

Latest revision as of 19:59, 9 April 2026

Template:Hatnote {{#vardefine: too-many-brackets | Noise cave, Carver cave, and Underwater cave }} Template:Message box Template:Infobox structure

A cave (also known as a cavern) is a common terrain feature that generates in the Minecraft:Overworld and Minecraft:the Nether. Caves are usually found underground. They are open spaces of various sizes and shapes that often intersect with each other or with different generated structures, creating vast cave systems. They feature an abundance of Minecraft:ores, as well as hostile mobs that spawn in the darkness.

Generation

{{#vardefine:params|2 }}Template:Hatnote

Caves are a part of Minecraft's terrain consisting of randomly generated cavities of Minecraft:air, Minecraft:water or Minecraft:lava, creating a hollow area and exposing other blocks generated with the terrain (such as Minecraft:stones and ores).

Caves generate at any altitude up to Y-level 256, and may span from the surface all the way to Y-level -59. Because of low light levels, hostile Minecraft:mobs and certain animals like bats and glow squids (only in water) often spawn in caves.

Caves come in two distinct types; noise caves and carver caves. Noise caves are generated along with the base terrain, while carver caves are added later on as generated features.

Template:Calculator

Noise caves

File:Noise cave mechanism.jpg
The mechanics of noise cave generation explained by former Mojang dev Henrik Kniberg.<ref>Template:Tweet</ref>

Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves.<ref name="21w06a">Template:Snap</ref> By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs.

Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface.<ref>https://www.youtube.com/watch?v=ob3VwY4JyzE</ref>

Cheese cave

Template:Hatnote

File:Cheese Cave.png
Inside of a high-hollowness low-frequency cheese cave.

Cheese caves are pocket areas of the underground that come in various sizes. Cheese caves offer large and open spaces, being the largest cave type in the game. They frequently generate noise pillars and expose many Minecraft:ores. When generating, the black part of noise image becomes stone or deepslate, and white part becomes air, making it resemble cheese with many holes.


Spaghetti cave

File:Spaghetti Cave.png
Inside of a spaghetti cave.
File:Spaghetti cave X-ray.png
Spaghetti cave in Spectator mode.

Spaghetti caves are long, narrow, winding caves and are a bit similar to small or medium carver caves, but longer. When generating, the edge of black and white part of noise image becomes air, making it look like long and wide spaghetti.

Noodle cave

File:Noodle Cave.png
Inside of a noodle cave.
File:Snapshot-21w17a-noodle-caves-full.jpg
Noodle caves in Spectator mode.

Noodle caves are a thinner and squigglier variant of spaghetti caves. They consist of tunnels usually 1 to 5 blocks in width. When generating, the edge of black and white part of noise image becomes air, making it look like long and thin noodles.

Noise pillar

File:Stone cave pillars.png
Pillars in a cheese cave.
File:Deepslate speleothems.png
Another cave with pillars.

Noise pillars look like large dripstones or speleothems, but consist usually of stone. They can be found in any type of noise cave, making caves more realistic.

Aquifer

File:A lava lake.png
Example of two underground liquid bodies and a lava lake.
File:Aquifers of different levels.jpg
Example of two water bodies of differing levels.
File:Lava Aquifer.jpg
Example of two large lava bodies.

Aquifers are liquid systems used to generate bodies of liquids in a world. Almost all liquids in a world (including those in carvers, noise caves, rivers, and oceans) are generated by aquifers. Aquifers may create underground liquid bodies that look like lakes, as well as water or lava waterfalls. Note that lava lakes are also generated underground, but are not aquifers.

Aquifers below Y=0 may sometimes generate with Minecraft:lava instead of water, with aquifers from y=-55 to -63 always consisting of lava.

If two liquid bodies of different levels or types are too close, some blocks may be generated between them to separate them. These may resemble "rimstone dams" in caves.

Carver caves

Template:Hatnote

Carver caves' structure typically consists of a series of irregular tunnels branching off and winding in other directions, which may cut through to the surface, creating natural entrances to the cave.

A carver cave may have a main room (aka circular void) connecting 1 to 4 trunks, each trunk with zero or two branches. It may also have no main room, only one trunk and zero or two branches on it, that is, an I-shaped or T-shaped cave. There is a one-in-four probability of generating a cave with the main room, and another three-quarters probability of generating an I-shaped or T-shaped cave.

The main room is an ellipsoidal void of various size. It sometimes may be too small to be found, making the cave looks I-shaped or T-shaped. But as long as the cave is not I-shaped or T-shaped, it must have a main room.

For each trunk or branch, it is usually thin at both ends and thick in the middle. However, the thickness does not vary so evenly. It sometimes flickers thick and thin as it advances. Sometimes it becomes so thin that there are some interruptions. Multiple interruptions make it look like a series of continuous bubbles. The length from the root of the trunk to the top of a branch varies from 85 to 112 blocks. The trunk and branches are curved, and they are often intertwined with each other to make complex caves. Multiple caves sometimes merge with each other making them more messy and spacious.

The ceiling of the main room, trunks, and branches is usually round, while the floor is usually flat.

In contrast with noise caves' gradual and natural openings, carver caves frequently cut straight through surface blocks and generated features, either destroying them or inhibiting their generation. Minecraft:Sand often falls into caves generated near the surface of a desert or beach; craters in the sand can alert the player to caves below the surface. Caves cannot cut through red sand nor snow blocks, despite these generating as a surface block in several biomes.<ref>Template:Citation</ref> They frequently intersect and expose other natural structures such as other caves, monster rooms, carver canyons, and mineshafts.

Overworld carver cave

The carver cave generation in the Overworld starts from Y=-56 to Y=180. The probability of cave generation is higher at Y=-56 to Y=47.

Their main rooms vary from roughly 1 to 14 blocks in height, and from roughly 5 to 15 blocks in diameter. The horizon thickness of trunks varies from roughly 2 to 38, while the vertical thickness of trunks varies from roughly 1 to 36. The horizon thickness of branches varies from roughly 2 to 7, while the vertical thickness of trunks varies from roughly 1 to 7.

A cave may connect to the surface of the terrain, creating natural entrances to the cave. They sometimes connect to the sea. Caves and mineshafts also regularly contain at least minor Minecraft:water or Minecraft:lava flows as well as caves being made up of a number of aquifers of water and lava.

Some biome decoration might appear as well. For example, in jungle biomes, Minecraft:vines generate in carver caves near the surface, while Minecraft:sculk and related blocks may appear in the deep dark.

Nether carver cave

File:Nether carvers.png
Nether carver cave generation

The carver cave generation in the Nether starts from Y=0 to Y=126.

Their main rooms vary from roughly 2 to 8 blocks in height, and from roughly 5 to 15 blocks in diameter. Compared to caves in the Overworld, the vertical thickness of the caves in the Nether is higher. The horizontal thickness of trunks varies from roughly 3 to 15, while the vertical thickness of trunks varies from roughly 12 to 64. The horizontal thickness of branches varies from roughly 3 to 5, while the vertical thickness of trunks varies from roughly 12 to 22.

Gallery

Underwater carver caves

File:Underwater Cave.png
An underwater cave, flooded completely with water.

Underwater caves are completely flooded caves that may have underwater magma.

Being completely underwater, only the magma blocks provide any air for entities to breathe, since they generate bubble columns. They sometimes have Minecraft:seagrass, but Minecraft:kelp cannot generate due to being exposed to the sky, unlike sea-access caves.

Structures and features

Monster room

{{#vardefine:params|0 }}Template:Hatnote Monster rooms, formerly called dungeons, are structure-like Minecraft:features that appear in the underground that contain monster spawners. They are small rooms made of cobblestone and mossy cobblestone and contain a monster spawner that produces either zombies, skeletons, or spiders and up to 2 Minecraft:chests. Finding a monster room without a chest is unlikely but possible.

Ancient city

{{#vardefine:params|0 }}Template:Hatnote An ancient city is a palatial structure found in the deep dark, harboring chests containing items that cannot be found anywhere else or that help a player avoid a warden. An ancient city features a large palace that stretches throughout a deep dark biome. The palace is made up of long corridors with gray wool floors to prevent vibrations as well as some smaller ruins off to the side of the main corridors, which contain between one or two loot chests. The city center features a frame resembling a warden's head, where there are reinforced deepslate blocks, which is an unobtainable material in Survival mode. Other unique blocks such as soul lanterns and candles as well as different forms of deepslate can be found here.

Mineshaft

{{#vardefine:params|0 }}Template:Hatnote A mineshaft is a generated structure found underground or underwater, having 3×3 mazes of tunnels with cave spiders and ores exposed on the walls or floor regularly.

Lava lake

{{#vardefine:params|0 }}Template:Hatnote

File:LavaLake.png
Example of an underground lava lake.

Lava lakes may generate underground with an air pocket, which makes them look like small caves with lava aquifers.

Amethyst geode

{{#vardefine:params|0 }}Template:Hatnote An amethyst geode is a Minecraft:feature found in the underground of the Minecraft:Overworld. Amethyst geodes contain smooth basalt, Minecraft:calcite, and are the only source, apart from Ancient City and Trial Chambers chests, of amethyst items and blocks.

Cave biomes

There are some Minecraft:biomes generated only in caves in the Overworld.

Dripstone caves

{{#vardefine:params|0 }}Template:Hatnote A dripstone cave is an underground biome often found far away from oceans, in areas with high continentalness values. It features a landscape covered by speleothems, taking the form of patches of pointed dripstone and large dripstone block pillars. Small sources of water can be found on the floor. Drowned can spawn here in aquifers.

Lush caves

{{#vardefine:params|0 }}Template:Hatnote A lush cave is an underground biome that is usually found below biomes with high humidity values, such as dark forests and old growth taigas. It is filled with unique flora, cave vines covering the roof, and Minecraft:clay pools of Minecraft:water on the bottom. This biome can be found underground below azalea trees. Axolotls and tropical fish can spawn here.

Deep dark

{{#vardefine:params|0 }}Template:Hatnote The deep dark mainly generates deep underground in the deepslate layer, usually in mountainous areas with low erosion values, and never below an ocean. The floor in this biome often has patches of Minecraft:sculk blocks surrounded by sculk veins, which include sculk-related blocks such as sculk shriekers, sculk sensors, and sculk catalysts. No mobs spawn naturally in this biome, but if a player triggers the sculk shriekers a certain amount of times, the Minecraft:warden, a powerful hostile mob, may appear, giving the player the Darkness effect. This biome may contain one or more ancient cities.

Sulfur caves

{{#vardefine:params|0 }}Template:Hatnote Template:Message box Template:Article other The sulfur caves are cave Minecraft:biomes consisting of Minecraft:sulfur and Minecraft:cinnabar blocks, where sulfur cubes spawn and sulfur pools generate. It was revealed at Minecraft Live – March 2026.

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Issues

Script error: No such module "Issue list".

Gallery

Carvers

Noise caves

Aquifers

Hollows

Cracks

Biomes

Other

Trivia

  • Before they were added to Minecraft, large underground lakes were already present in Minicraft.

See also

  • Ambience, sounds that can be heard around and within dark caves.
  • A guide to exploring caves

References

<references group="">

 </references>

Navigation

Template:Navbox world features

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