User:JEC6789/Yellow sandbox

Welcome to my yellow sandbox! This is where I rewrite or expand pages that need it. 

Subpages (if any)
= Caves & Cliffs Prototype Data Pack =

The Caves & Cliffs Prototype Data Pack is an official data pack released periodically by Mojang Studios, which contains several experimental and work-in-progress features that may eventually be released in Java Edition 1.18. Its first release coincided with the announcement that Caves & Cliffs would be split into two major updates.

Items

 * Bundles
 * Have been re-added to the Creative mode inventory.
 * Can once again be crafted.

General

 * Height limit
 * Has been expanded 64 blocks up and 64 blocks down to a total of 384 blocks, with Y=319 being the limit upward and Y=-64 being the limit downward.

World generation

 * Caves
 * Completely overhauled.
 * Now stretch down to Y=-59.
 * Caverns now generate in two layers of different stone bases depending on the depth.
 * Caverns above Y=0 are made up of regular stone.
 * Stone gradually transitions to deepslate from Y=0 to Y=-7.
 * Deepslate completely replaces stone from Y=-8 to bedrock.
 * Certain types of ores and structures still generate in the deepslate layer, as well as tuff.
 * Dirt, gravel, diorite, granite, and andesite do not generate in this layer.
 * New noise caves, coming in three forms: cheese, spaghetti, and noodle.
 * Cheese caves have large stone columns stretching from the bottom of the cave to the top.
 * Very large, often large enough to fly with an elytra.
 * Abundant with springs, aquifers, and ores.
 * Spaghetti caves are long, thin caves that have small aquifers and are more similar to original caves.
 * Noodle caves are thinner, squigglier, and more claustrophobic variants of spaghetti caves.
 * Contain aquifers, bodies of water with different heights, independent of sea level (Y=63).
 * Only used below Y=31, meaning any noise caves between Y=31 and Y=63 are flooded with water.
 * Aquifers below Y=0 sometimes generate with lava instead of water.
 * The original caves still exist with their generation slightly tweaked to add more variation and to better blend in with noise caves.
 * New crevice carvers, which are deep, long cracks in the ground that are thinner and straighter than canyons.


 * Ore veins
 * Long and rare ore formations.
 * Copper ore veins mixed with granite and raw copper blocks generate above Y=0.
 * Iron ore veins mixed with tuff and raw iron blocks generate below Y=0.


 * Ore distribution
 * Changed the generation of all ores, making them have a spread value like lapis lazuli ore. Some still retain a linear generation alongside a spread generation.
 * Copper ore generates between Y=0 and Y=96, and uses spread like all other ores. It peaks at Y=48.
 * Emerald ore generates above Y=32 as a spread, peaking at Y=256 and decreasing in quantity as the altitude decreases.
 * Coal ore attempts to generate twice: once, evenly between an altitude of Y=136 and Y=256; and as a spread, peaking at an altitude of Y=96 and generating between an altitude of Y=0 and Y=192.
 * Iron ore attempts to generate three times: once as a spread peaking at an altitude of Y=256, generating above Y=128; another as a spread peaking at Y=16 and generating with a minimum height of Y=-24 and a maximum height of Y=57, and a smaller one spreading evenly between the altitudes of Y=-64 and Y=64.
 * Gold ore generates between the altitudes of Y=-64 and Y=32, peaking at Y=-16. The extra gold that generates in the badlands biome was left untouched.
 * Lapis lazuli ore attempts to generate twice: once, as a spread between the altitudes of Y=32 and Y=-32, peaking at an altitude of 0; and evenly between the altitudes of Y=64 and Y=-64, generating buried like ancient debris.
 * Redstone ore attempts to generate twice: once, evenly between an altitude of Y=15 and Y=-64; and as a spread, peaking at an altitude of -64 and generating below an altitude of Y=-32.
 * Diamond ore now generate as a spread, generating below Y=16 and peaking at altitudes near Y=-64.