Overgenerated large caves and dungeons may still occasionally appear within the bedrock, this is unavoidable.
'is ground content' will protect nodes in generated mapchunks from a cave overgenerating from a neighbour mapchunk, but if a large cave overgenerates into an ungenerated mapchunk, it's air nodes replace ignore nodes, then when that mapchunk is finally generated only ignore nodes are replaced, any pre-existing structure (the air nodes of an overgenerated cave) is untouched. This is just how mapgen works and probably can't be changed, large caves would have flat walls. There's no way to know that bedrock will want to be placed in future and replace the cave air.
Overgeneration never exceeds 16 nodes so your bedrock should be thicker than that. If bedrock is impassable then it seems to me the thickness isn't an issue.
paramat wrote:> that “void” is very glitchy at the moment, especially at the bottom.
Even if those world bottom glitches are fixed, the bottom will probably always be kinda weird, because you can walk, but can't build on it.
The base void isn't glitchy or buggy, it's just not to your taste and impassable, so inevitably you can walk on it. The pulsating darkness is just a result of how skybox-darkening works underground, also not a bug but an inevitable result of how it works.
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