It is highly recommanded to follow the following naming convention for prefabs, in order to make easier the collaboration, the debug and the checking process:
<Author name>_<prefab type>_<identifier>
Example of name respecting naming convention:
leopard_filler_01
leopard_entrance_02
leopard_entrance_my-awesome-identifier
Here is a non-exhaustive list of existing prefab types:
filler
entrance
poi
trader
intersection
... other stuff that make the prefab type recognizable from othersÂ
If you want to give custom name to your prefab AND to follow the naming convention, you can provide a Localization.txt file...Â
(more details on how to do that incoming....)
Use block terrStoneHelper (ID=29) to make terrain around underground prefabs, it will allow to adapt the stone color when the prefab will be placed in the desert
Use the block terrainFiller (ID=2) to make terrain at the surface, instead of using regular terrTopSoil, terrGroundForestBlock, etc...Â
For the same reasons that for the terrStoneHelper, this will allow the terrain to be adapted to the biome.
Use the terrain modeler tool (ID=821) to give relief on flat ground, or to dig caves instead of using the gun digger tool
Tagging your prefabs with your pseudo as group editor is highly recommended, to make easier to debugging and checking processes, and to make the collaboration easier
 Open the debug console (F1)
 Run the command with the following syntax: caveeditor <subcommand> <parameters>
 Press enter
 In case of errors , read the informations returned in the console
marker: Add a cave marker into the selection.
 Add the air blocks where you want to place your marker in the selection box
 Run ce marker
tags [type]: Add the required tags to get a valid cave prefab.Â
 ce tags -> tags the prefab as a relugar underground prefab
ce tags entrance -> tags the prefab as a cave entrance (don't forget to set the ground position correctly)
replaceterrain, rt: Replace all terrain blocks from the selection box, with the selected item.
 Add the terrain blocks that you want to replace in the selection box
 Select the item from you inventory that you want to replace terrain with
 Run ce replaceterrain or ce rt
selectall, sa: add all the prefab volume to the selection box.
 Run ce sa, Â
room: create an empty room of selected item in the selection box.
 Define the room size with the selection box
 Run ce room
setwater, sw [mode]:
 Add blocks where water can pass trought in the selection box
 Run ce sw fill to add water in all blocks where water can pass through
 Run ce sw empty to replace all water block of the selectionbox by air
The editor group section is required only to make easier the retreiving of your prefabs in the prefab browser of the editor, I recommand to set these 3 types of tags:
The tag 'Cave' to tell that you are designing a cave prefab
A tag with you username, to make easier the collaboration and the debugging process
the vanilla tag which correspond to the type of poi you are currently designing
These tags are required to make the prefab recognized by the cave system algorithm:
The Tag 'Cave', mandatory for all cave prefab, without this one, the prefab will be ignored
the tags 'entrance' OR 'underground' : only one of these two tags is mandatory, it is to tell if you are designing a cave entrance or an underground prefab
for cave entrance only, you'll need to set vanilla tags to tell the game where to place your entrance prefab (in wilderness, in cities, in rural countries, etc...)Â
The last two groups (Quest and theme) are not used by the cave system, but you might need to set them, as for a regular prefab.
Valid underground prefab
Invalid underground prefab
Valid cave entrance
Invalid cave entrance
Valid marker deep
Invalid marker deep
Valid marker
Invalid marker
Valid marker direction
Invalid marker direction
Valid marker
Invalid marker
Invalid marker
Valid marker
Valid marker
Invalid marker
Valid placement
Invalid Placement