A cave (also known as cavern) is a common terrain feature that generates in the Overworld and the Nether. Caves are usually found underground. They are open spaces of various sizes and shapes that often intersect with each another or with different generated structures, creating vast cave systems. They usually feature plenty of ores and are great places to gather resources, but can be dangerous, because of the hostile mobs that spawn in the darkness.
- 1 Generation
- 2 Structure
- 3 History
- 4 Issues
- 5 Trivia
- 6 Gallery
- 7 See also
- 8 References
Caves are underground structures consisting of randomly generated patches of air blocks and lava source blocks (at layer 10 and below), hollowing out an area and exposing other blocks generated with the terrain (such as stones and mineral veins) in the interior. Their structure typically consists of a series of irregular tunnels branching off and winding in other directions, which may connect to the surface, creating natural entrances to the cave. In jungle biomes, vines generate in caves near the surface. 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.
Caves generate at any altitude up to Y-level 128, and may span from the surface all the way to bedrock (Y-level 5). They frequently intersect natural structures such as other caves, dungeons, ravines, and mineshafts. Because of low light levels, hostile mobs and bats often spawn in caves deep underground.
A cave can be classified into the following kinds of cave systems.
Hollows are cave-like structures that generate in biomes such as mountains and shattered savanna. They may sometimes intersect with and open into larger cave systems. These are extremely rare on default worlds without customized world option and usually have floors corresponding to the biome (most commonly grass). They are ordinarily of little impact to gameplay, as they rarely contain anything of value beyond iron and coal.
Small caves are primarily located close to sea level and are unlikely to be linked to other caves. Because of their relative shallowness, they are unlikely to contain anything rarer than small deposits of basic ores such as coal and iron. Such caves may have multiple entrances that are naturally lit by sunlight or moonlight. These type of caves almost always feature pools of water/lava within, likely caused by the generation of the water itself.
Medium-sized cave systems are commonly found within reach of other, often smaller caves, which are accessible via mining. These caves frequently contain large deposits of basic ores alongside small repositories of rarer materials. Such caves also regularly contain at least minor water or lava flows as well as the presence of dungeons.
These are large subterranean systems, found deep within the overworld, often close to bedrock. They hold large deposits of essentially every known type of ore - with rarer materials, such as diamonds and emeralds. Note that emerald ore is exclusively generated in mountains biomes. Such systems contain a number of lakes of all types, as well as the presence of major lava and water flows.
There is little to no difference between small, medium, and large caves other than their size and complexity.
During the terrain generation process, large symmetrical and cylindrical or spherical voids of various sizes can infrequently be created underground, which often merge with other cave systems. These unusual type of caves vary from roughly 1 to 27 blocks in height, and from roughly 13 to 30 blocks in diameter, though larger examples are quite rare. Although not particularly of interest, from a mining perspective, they may appear unnaturally regular in comparison to the surrounding terrain. While the smallest rarely contain many ores, the largest can be quite useful for mining as their sheer surface area rivals that of a large ravine.
Connected caverns are large, spacious caverns that is usually the result when multiple small caves merge with each other creating a large, messy, single cave. They are similar to large caves except more messy and spacious, with different layers. These connected caverns usually have waterfalls or lavafalls coming out of the cave ceiling, sometimes even both. They also have different "floor layers", meaning the cave has different stone layers that can be accessed to each other in the same connected cavern, simply by stacking up blocks. Connected caves usually have two to four layers. Usually, small regular cave systems nearby eventually connect to a connected cavern. Caves may connect to a connected cavern from any direction, including from above. Connected caverns are not significantly rare, but can still prove to be a small challenge to find.
These caves are connected with and are accessed from the sea. These are fundamentally underwater entrances to caves, and are more often large ravines than actual caves. When lit by magma blocks, they allow the Player to see them from the surface of the ocean.
Since caves usually generate specifically to avoid water, true sea-access caves are rare and most are formed by gravity blocks collapsing inside.
Found in every part of the world, underground water lakes are the most common type of lake. Water lakes may generate 1-20 blocks below the surface, are often visible from the surface and not particularly difficult to come across, and can generate all the way to bedrock level.
These are similar to water lakes, and can generate at all layers. Blocks of stone usually generate around these.
Similarly to how water oceans replace all air blocks below a certain altitude on the surface, when deep enough in a cave, all blocks that would generate as air instead generate as lava.
Underwater caves were added along with underwater ravines (and in the Nether, Nether ravines) in the Aquatic Update, Aquatic, 1.13. These may have obsidian along their bottoms - formed (from lava) with the water omnipresent throughout - but also magma blocks, as most-especially have underwater ravines, in the Overworld.
Being completely-underwater, only the magma blocks provide any air (bubbles on by the health bar, when underwater), to breathe. A turtle shell helmet may allow one to breathe twice as long, and torches can - temporarily and with difficulty - be used to breathe underwater. But whether a door, other partial and non-waterlogged upon placement block, shelter /mini-base, or staying very close to the surface of the water (sea level), it is not survivable other than a quick dip.
Water-placeable jack-o'-lanterns, sea lanterns, and sea pickles may help to maintain a sense of direction. As up to air to breathe, but barring potions, "cave diving" is as risky in Minecraft as Real Life. Much-better to play in the game. When dropped, items float up, as of 1.13 and since, often becoming invisible in a solid ceiling, but building a conduit structure also takes time to gather these with its free air later.
Underwater ravines for their part are also different a little from regular ravines (which may have lava in the bottom, entirely) beyond having more obsidian, with Large suspended - floating, underwater - patchy stacks of solid blocks as internal walls with interesting patterns. Bubble columns and kelp help show one the way up, while the magma blocks suck down, including boats. Mining trips to the bottom of the ocean or underground and underwater, again (after since-past that), rely upon carefulness and dedication.
|Java Edition pre-Classic|
|Cave game tech test||Development on "Cave Game" started; caverns are showcased.|
|Java Edition Classic|
|August 25, 2009||Caves are shown to be longer and more narrow.|
|It was demonstrated that bigger caves are located deeper underground.|
|0.24_SURVIVAL_TEST||Added the above cave changes.|
|Java Edition Indev|
|0.31 (January 22, 2010)||Caves are no longer filled with water as often.|
|Java Edition Infdev|
|February 27, 2010||Removed caves.|
|March 25, 2010||Caves were reimplemented.|
|March 27, 2010||Removed caves again.|
|June 16, 2010||Again reimplemented caves.|
|June 16, 2010||Caves are now clustered instead of random.|
|June 16, 2010||Caves have 1–5 exits, enabling multiple escapes.|
|Caves are now so clustered that a cave could be described as "Swiss cheese".|
|More water and lava springs generate in caves.|
|Tunnels have a wider variety of thickness.|
|June 17, 2010, 2||Gravel and dirt can now be found in caves.|
|Java Edition Alpha|
|v1.0.3||Caves now have ambient noises such as moans and train whistles.|
|v1.2.6||Pools of water and lava can now be found in caves.|
|Java Edition Beta|
|1.2||Ores can now be found more often on the walls of caves.|
|1.4.2||12w38a||Bats added, and are the only passive mob to spawn in dark caves.|
|12w38b||New cave sounds added.|
|1.7.2||13w36a||Cave generation tweaked, making caves less dense and interconnected.|
|1.8||14w02a||Caves now generate with granite, diorite, and andesite below Y:80, in a similar abundance to gravel or dirt.|
|14w20a||Caves now generate on the surface of desert, mesa, mega taiga and mushroom biomes.|
|14w32a||Caves surfacing in mesa biomes now generate with red sandstone rather than sandstone.|
|1.10||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.|
|1.13||18w08a||Caves and ravines can now generate underwater.|
|Pocket Edition Alpha|
|0.9.0||build 1||Added caves.|
|1.4.0||beta 126.96.36.199||Caves can now generate underwater.|
|1.16.0||beta 188.8.131.52||Added ambient cave sounds.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added caves.|
|New Nintendo 3DS Edition|
|1.3.12||Improved visibility in caves.|
- Caves often intersect other generated structures.
- In deserts, husks spawn in caves because zombies do not spawn commonly in the desert.
Unusually repetitive cave generation seen in spectator mode.
- Ambience, which are sounds that can be heard around and within dark caves.
- A guide to exploring caverns