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ThunderBoltTVVC

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The following paragraph explains how this scenario happens:

Sulfur Caves generate below Weirdness -0.45 at Depth ~0.5, and as weirdness gets further negative, the depth range expands. (e.g. Weirdness = -1 : Depth = 0.2 ~ 0.8)
Eventually, at around W = -1.25 ~ -1.4, the depth range is pretty much 0.0 ~ 1.0, making it generate from the surface all the way down to bedrock (in simple terms). With such extreme weirdness values, the terrain would usually slope down quickly because of sinkholes. Even though this may happen, Sulfur Caves are still likely to generate on the edges of these sinkholes. However, these sinkholes can be prevented via the generation of certain biomes, such as the Grove and Mushroom Fields, causing the generation of very big areas of exposed Sulfur Caves. When the sulfur caves biome generates on the surface, it generates grass (On Java Edition), like most other biomes. And if you add in some Seedfinding, you can “easily” find large patches of sulfur caves generating in the place of normal biomes. And as of 26.2-snapshot-2, not only can Mushroom islands now border "land biomes" (Sulfur Caves), but Sulfur Caves can now generate on the surface of almost any player’s Minecraft World.

(Note 1:) Depth is approximately based on the Terrain height, so if an ocean generates with a very low weirdness value, the Sulfur Caves would generate on the ocean floor and not at sea level.

(Note 2:) This information has been discovered by the Minecraft@Home Discord community and then compiled by me. If Mojang sees this, please know that the seedfinding community is really enjoying this unique terrain generation.

Enjoy this new information! :)