Test Cave-ins are localized, and are only triggered near the player. This means places you are not at will not have cave-ins and they will begin close enough for you to at least feel a rumble. Once it begins it will not move, meaning that the player can leave the area to avoid being in cave-ins for the full duration.narrow cave.
Any blocks placed by a player will not fall during a cave-in. The type of block does not seem to matter, meaning that a player-placed sandstone roof will hold up even when gabbro is falling. Blocks which have torches or ladders to them will be unable to fall during a cave-in.
Small paths can quickly be closed up by some cave-ins, so when mining a narrow path, it is wise to both mark the path with blocks that show up on the mini-map easily and to have spare blocks equipped to place above yourself quickly. One could also dig an extra block up and make the entire ceiling out of player-placed blocks, but can become tedious and resource intensive, especially at deeper levels. Torches can also block falling blocks, which is useful when there is a cave-in.
The falling blocks will damage the player or spiders. Blocks will hurt the player even if they fall next to them, requiring a 3x3 area of player-placed blocks to ensure safety. Falling blocks that hit the player will break and can't be picked up afterward.
- If a block falling from a cave-in falls on top of a block such as a torch , or a Ladder , the block will disappear. The player can utilize this to help protect them in a narrow cave, or tunnel. The same is true for Teflon , despite falling independantly of a cave-in.
- Cave-ins may not be fully functional during version 1.8, after the memory system was rewritten in Total Miner.